void MakeRotation() { Vector3 current = InputBroker.GetPosition(LeftWiimote); float xChange = current.x - leftPosition.x; float yChange = current.y - leftPosition.y; float zChange = current.z - leftPosition.z; foreach (GameObject obj in SelectObjLst) { if (xChange > 0) //may be work?? { obj.transform.RotateAround(obj.transform.position, obj.transform.forward, -10); } else if (xChange < 0) //may be work?? { obj.transform.RotateAround(obj.transform.position, obj.transform.forward, 10); } if (yChange > 0) { obj.transform.RotateAround(obj.transform.position, obj.transform.up, -10); } else if (yChange < 0) { obj.transform.RotateAround(obj.transform.position, obj.transform.up, 10); } if (zChange > 0) { obj.transform.RotateAround(obj.transform.position, obj.transform.right, 10); } else if (zChange < 0) { obj.transform.RotateAround(obj.transform.position, obj.transform.right, -10); } } leftPosition = current; }
void Start() { //Create our line, we set its points to zero because we are only initializing it. GameObject go = new GameObject(); go.name = "MyLineRenderer"; myLine = go.AddComponent("LineRenderer") as LineRenderer; //Set the number of points myLine.SetVertexCount(2); //Use world space myLine.useWorldSpace = true; //Sets the positions of the first two points myLine.SetPosition(0, Vector3.zero); myLine.SetPosition(1, Vector3.zero); //isSelect = true; SelectObjLst = new ArrayList(); taglist = new ArrayList(); leftPosition = InputBroker.GetPosition(LeftWiimote); //leftRotation = InputBroker.GetRotation(LeftWiimote); }
// Update is called once per frame void Update() { // Set rotation and position of object to match Vicon tracker transform.localRotation = InputBroker.GetRotation(ViconName); transform.localPosition = InputBroker.GetPosition(ViconName); }