// Update is called once per frame
    void Update()
    {
        Debug.DrawLine(trans.transform.position, trans2.transform.position, Color.cyan);
        DrawPoint(Vector3.zero, 10f);
        DrawPoint(trans.transform.position, 0.2f);
        DrawPoint(trans2.transform.position, 0.2f);


        projectTZ(trans, trans2);
        projectTX(trans, trans2);
        projectTY(trans, trans2);



        FangleZ(trans, trans2);
        FangleX(trans, trans2);
        FangleY(trans, trans2);



        Vector3 tdir = (trans2.transform.position - trans.transform.position).normalized;

        Debug.DrawLine(trans.transform.position, trans.transform.position + tdir, Color.black);



        Vector3 kk = new Vector3(Mathf.Sin(XX * Mathf.Deg2Rad), Mathf.Sin(YY * Mathf.Deg2Rad), Mathf.Sin(ZZ * Mathf.Deg2Rad));

        /////Main Torque force aplied here///////////////
        mart.AddTorque(kk * WWtorque);


        //mart.AddForceAtPosition(tdir * WWtorque, trans.transform.position);
    }
Esempio n. 2
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            artbb.AddRelativeTorque(Tvec);
        }

        if (Input.GetKeyDown(KeyCode.Return))
        {
            artbb.AddTorque(Tvec);
        }
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        if (targetBody == null)
        {
            return;
        }

        if (positionToForce.Equals(Vector3.zero))
        {
            targetBody.AddForce(force);
        }
        else
        {
            targetBody.AddForceAtPosition(force, positionToForce);
        }

        targetBody.AddRelativeForce(relativeForce);
        targetBody.AddTorque(torque);
        targetBody.AddRelativeTorque(relativeTorque);

        for (var index = 0; index < targetBody.jointForce.dofCount; index++)
        {
            jointForce[index] = targetBody.jointForce[index];
        }
        for (var index = 0; index < targetBody.jointAcceleration.dofCount; index++)
        {
            jointAcceleration[index] = targetBody.jointAcceleration[index];
        }
        for (var index = 0; index < targetBody.jointVelocity.dofCount; index++)
        {
            jointVelocity[index] = targetBody.jointVelocity[index];
        }
        for (var index = 0; index < targetBody.jointPosition.dofCount; index++)
        {
            jointPosition[index] = targetBody.jointPosition[index];
        }
    }