Esempio n. 1
0
        public virtual void ApplyKeepUp()
        {
            if (!_keepUp)
            {
                return;
            }
            Quaternion target;

            if (_upReferenceObject == null)
            {
                target = ExtRotation.TurretLookRotation(_toMove.rotation, _upReference);
            }
            else
            {
                if (_keepUpGalaxyOriented)
                {
                    target = ExtRotation.TurretLookRotation(_toMove.rotation, _toMove.position - _upReferenceObject.position);
                }
                else
                {
                    target = ExtRotation.TurretLookRotation(_toMove.rotation, _upReferenceObject.up);
                }
            }
            _toMove.rotation = ExtRotation.OwnSmoothDamp(_toMove.rotation, target, ref _refRotationUpVelocity, _dampingTimeRotation);
        }
Esempio n. 2
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        private void DrawDirectionnalCylinder(Color color, Vector3 upCone, Vector3 choosenDirection)
        {
            Quaternion realdirection       = ExtRotation.TurretLookRotation(choosenDirection, upCone);
            Vector3    realDirectionVector = realdirection * Vector3.forward;

            Debug.DrawLine(_p2 + realDirectionVector * _realRadius, _p1 + realDirectionVector * _realRadius, color);
            Debug.DrawLine(_p2 - realDirectionVector * _realRadius, _p1 - realDirectionVector * _realRadius, color);
        }
Esempio n. 3
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        private Quaternion GetLastDesiredRotation(Vector3 dirRelativeInput, Vector3 up)
        {
            //Vector3 relativeDirection = entityAction.GetRelativeDirection().normalized;
            // Preserve our current up direction
            // (or you could calculate this as the direction away from the planet's center)
            //Vector3 up = objectToRotate.up;
            //Vector3 up = baseGravity.GetMainAndOnlyGravity();

            // Form a rotation facing the desired direction while keeping our
            // local up vector exactly matching the current up direction.
            return(ExtRotation.TurretLookRotation(dirRelativeInput, up));
        }
        private void Update()
        {
            if (OverrideRotationUpGlobal)
            {
                if (!RotateWithTheParent)
                {
                    ToLock.rotation = ExtRotation.TurretLookRotation(_saveRotation * Vector3.forward, Vector3.up);
                }
                else
                {
                    ToLock.rotation = ExtRotation.TurretLookRotation(ToLock.forward, Vector3.up);
                }
                _saveRotation = ToLock.rotation;
            }

            if (RotateWithTheParent)
            {
                _saveRotation = ToLock.rotation;
            }
            else
            {
                ToLock.rotation = _saveRotation;
            }
        }
Esempio n. 5
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 private void RotateUp()
 {
     Undo.RecordObject(_target.ToLock, "Rotate Up");
     _target.ToLock.rotation = ExtRotation.TurretLookRotation(this.GetPropertie("_saveRotation").quaternionValue *Vector3.forward, Vector3.up);
 }
Esempio n. 6
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        //here get the acceleration forward depending on the gravity
        public Vector3 GetActualDirForward()
        {
            Quaternion forwardDir = ExtRotation.TurretLookRotation(GetActualVelocityVector(), baseGravity.GetMainAndOnlyGravity());

            return(forwardDir * Vector3.forward);
        }