Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        /*    transform.forward = HolisticMath.QRotate(new Coords(transform.forward, 1), new Coords(transform.forward), 1).ToVector();
         * transform.rotation = HolisticMath.QRotate().ToMatrix(); */
        Coords  coords     = HolisticMath.Quaternion(axis, angle * Mathf.Rad2Deg);
        Vector4 quaternion = new Vector4(coords.x, coords.y, coords.z, coords.w);

        transform.rotation *= new Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        Coords quaternion = HolisticMath.Quaternion(axis, angle);

        transform.rotation *= new Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
        // transform.forward = HolisticMath.Rotate(new Coords(this.transform.forward,0),
        //                                         1 * Mathf.Deg2Rad,false,
        //                                         1 * Mathf.Deg2Rad,false,
        //                                         1 * Mathf.Deg2Rad,false).ToVector();
    }