// Start is called before the first frame update void Start() { Vector3 c = new Vector3(centre.transform.position.x, centre.transform.position.y, centre.transform.position.z); angle = angle * Mathf.Deg2Rad; foreach (GameObject p in points) { Coords position = new Coords(p.transform.position, 1); //p.transform.position = HolisticMath.Shear(position,shear.x, shear.y, shear.z).ToVector(); p.transform.position = HolisticMath.Reflect(position).ToVector(); } Coords.DrawLine(new Coords(points[0].transform.position), new Coords(points[1].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[1].transform.position), new Coords(points[2].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[2].transform.position), new Coords(points[3].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[3].transform.position), new Coords(points[0].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[4].transform.position), new Coords(points[5].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[5].transform.position), new Coords(points[6].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[6].transform.position), new Coords(points[7].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[7].transform.position), new Coords(points[4].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[2].transform.position), new Coords(points[6].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[7].transform.position), new Coords(points[3].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[5].transform.position), new Coords(points[1].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[4].transform.position), new Coords(points[0].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[8].transform.position), new Coords(points[9].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[9].transform.position), new Coords(points[2].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[9].transform.position), new Coords(points[6].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[8].transform.position), new Coords(points[3].transform.position), 0.02f, Color.yellow); Coords.DrawLine(new Coords(points[8].transform.position), new Coords(points[7].transform.position), 0.02f, Color.yellow); }
// Start is called before the first frame update void Start() { var c = origin.transform.position; var radianRotation = rotation * Mathf.Deg2Rad; foreach (var point in points) { var position = new Coords(point.transform.position, 1); /* * position = HolisticMath.Translate(position, new Coords(-c.x, -c.y, -c.z, 0)); */ position = HolisticMath.Reflect(position); point.transform.position = position.ToVector(); /* point.transform.position = HolisticMath * .Translate(position, new Coords(new Vector3(c.x, c.y, c.z), 0)).ToVector(); */ /* * SCALE * position = HolisticMath.Translate(position, new Coords(-c.x, -c.y, -c.z, 0)); * position = HolisticMath.Scale(position, new Coords(scaling, 0)); * point.transform.position = HolisticMath * .Translate(position, new Coords(new Vector3(c.x, c.y, c.z), 0)).ToVector(); */ } }