Esempio n. 1
0
    // Update is called once per frame
    void altUpdate()
    {
        hand _hand = HandObj.GetComponent <hand>();

        Debug.Log(_hand.yaw);

        /*
         * KeyCode kcNegative = KeyCode.A;
         * KeyCode kcPositive = KeyCode.D;
         * Vector3 v3Rotation = new Vector3(1.0f, 0.0f, 0.0f);
         *
         * if (Input.GetKey(kcPositive))
         *  transform.Rotate(v3Rotation);
         * if (Input.GetKey(kcNegative))
         *  transform.Rotate(-v3Rotation);
         */


        // float roll = Input.GetAxis("Horizontal");
        // float pitch = Input.GetAxis("Vertical");
        float deltaRoll = _hand.getDeltaRoll();
        //(Input.GetKey(KeyCode.D) ? 1f : 0f) -
        //(Input.GetKey(KeyCode.A) ? 1f : 0f);

        float deltaPitch = _hand.getDeltaPitch();
        //(Input.GetKey(KeyCode.W) ? 1f : 0f) -
        //(Input.GetKey(KeyCode.S) ? 1f : 0f);

        float deltaYaw = _hand.getDeltaYaw();
        //(Input.GetKey(KeyCode.RightArrow) ? 1f : 0f) -
        //(Input.GetKey(KeyCode.LeftArrow) ? 1f : 0f);

        Vector3 currentRotation = transform.localRotation.eulerAngles;

        // Pitch: rotate around x-axis
        // TODO this sucks if (deltaPitch > 0 && currentRotation.x > 270
        transform.Rotate(Vector3.right, -deltaPitch * moveSpeed * Time.deltaTime);

        // Roll: rotate around z-axis
        transform.Rotate(Vector3.forward, deltaRoll * moveSpeed * Time.deltaTime);

        // Yaw: rotate around y-axis
        transform.Rotate(Vector3.up, deltaYaw * moveSpeed * Time.deltaTime);

        // Debug.Log(currentRotation);

        /*
         * float minRotation = 270;
         * float maxRotation = 90;
         *
         * currentRotation.x = Utils.ClampAngle(currentRotation.x, minRotation, maxRotation);
         * currentRotation.z = Utils.ClampAngle(currentRotation.z, minRotation, maxRotation);
         * transform.localRotation = Quaternion.Euler(currentRotation);
         */

        /*
         * Vector3 movement = new Vector3(moveX, 0f, moveZ);
         * GetComponent<Rigidbody>().velocity += movement * moveSpeed * Time.deltaTime;
         */
    }
Esempio n. 2
0
    void Update()
    {
        hand _hand = HandObj.GetComponent <hand>();
        // Debug.Log(_hand.yaw);

        /*
         * KeyCode kcNegative = KeyCode.A;
         * KeyCode kcPositive = KeyCode.D;
         * Vector3 v3Rotation = new Vector3(1.0f, 0.0f, 0.0f);
         *
         * if (Input.GetKey(kcPositive))
         *  transform.Rotate(v3Rotation);
         * if (Input.GetKey(kcNegative))
         *  transform.Rotate(-v3Rotation);
         */


        // float roll = Input.GetAxis("Horizontal");
        // float pitch = Input.GetAxis("Vertical");
        float deltaRoll = _hand.getDeltaRoll();
        //(Input.GetKey(KeyCode.D) ? 1f : 0f) -
        //(Input.GetKey(KeyCode.A) ? 1f : 0f);

        float deltaPitch = _hand.getDeltaPitch();
        //(Input.GetKey(KeyCode.W) ? 1f : 0f) -
        //(Input.GetKey(KeyCode.S) ? 1f : 0f);

        float deltaYaw = _hand.getDeltaYaw();
        //(Input.GetKey(KeyCode.RightArrow) ? 1f : 0f) -
        //(Input.GetKey(KeyCode.LeftArrow) ? 1f : 0f);

        Vector3 currentRotation = transform.localRotation.eulerAngles;

        // Pitch: rotate around x-axis
        // TODO this sucks if (deltaPitch > 0 && currentRotation.x > 270
        //      transform.Rotate(Vector3.right, -1/(Mathf.Abs(_hand.pitch - _hand.nuetPitch)) * moveSpeed * Time.deltaTime);

        //      // Roll: rotate around z-axis
        //transform.Rotate(Vector3.forward, -1/(Mathf.Abs(_hand.roll - _hand.nuetRoll)) * moveSpeed * Time.deltaTime);

        //// Yaw: rotate around y-axis
        //transform.Rotate(Vector3.up, deltaYaw * moveSpeed * Time.deltaTime);

        //transform.eulerAngles.Set(_hand.getDeltaPitch(),_hand.getDeltaYaw(), _hand.getDeltaRoll());
        //float xRot = (Mathf.Abs(_hand.getDeltaPitch() * 180.0f / Mathf.PI) > angleThreshold) ? (ang );
        //float yRot = _hand.getDeltaYaw() * 180.0f / Mathf.PI;
        //float zRot = _hand.getDeltaRoll() * 180.0f / Mathf.PI


        transform.localRotation = Quaternion.Euler(_hand.getDeltaPitch(), _hand.getDeltaYaw(), _hand.getDeltaRoll());
    }