//Grab visual wheel and apply transform void ApplyLocalPositionToVisualWheel(WheelCollider collider) { if (collider.transform.childCount == 0) return; Transform visWheel = collider.transform.GetChild (0); Vector3 position; //= collider.transform.localPosition; Quaternion rotation;// = collider.transform.localRotation; collider.GetWorldPose (out position, out rotation); visWheel.transform.position = position;//collider.transform.parent.TransformPoint (position); visWheel.transform.rotation = rotation;//collider.transform.parent.rotation * rotation; }
static public int GetWorldPose(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.WheelCollider self = (UnityEngine.WheelCollider)checkSelf(l); UnityEngine.Vector3 a1; UnityEngine.Quaternion a2; self.GetWorldPose(out a1, out a2); pushValue(l, true); pushValue(l, a1); pushValue(l, a2); return(3); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
void ApplyVisualTransform(WheelCollider wc, Transform mesh) { Vector3 pos; Quaternion rot; wc.GetWorldPose(out pos,out rot); mesh.position = pos; mesh.rotation = rot; }
public void ApplyLocalPositionToVisuals(WheelCollider collider) { if (collider.transform.childCount == 0) { return; } Transform visualWheel = collider.transform.GetChild(0); Vector3 position; Quaternion rotation; collider.GetWorldPose(out position, out rotation); visualWheel.transform.position = position; visualWheel.transform.rotation = rotation; }
static public int GetWorldPose(IntPtr l) { try { UnityEngine.WheelCollider self = (UnityEngine.WheelCollider)checkSelf(l); UnityEngine.Vector3 a1; UnityEngine.Quaternion a2; self.GetWorldPose(out a1, out a2); pushValue(l, true); pushValue(l, a1); pushValue(l, a2); return(3); } catch (Exception e) { return(error(l, e)); } }
static public int GetWorldPose(IntPtr l) { try { UnityEngine.WheelCollider self = (UnityEngine.WheelCollider)checkSelf(l); UnityEngine.Vector3 a1; UnityEngine.Quaternion a2; self.GetWorldPose(out a1, out a2); pushValue(l, a1); pushValue(l, a2); return(2); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public void ApplyLocalPositionToVisuals(WheelCollider collider) { if(collider.transform.childCount == 0){ return; } Transform visualWheel = collider.transform.GetChild(0); Vector3 position;// = collider.transform.position; Quaternion rotation;// = collider.transform.rotation; collider.GetWorldPose(out position, out rotation); visualWheel.transform.position = position; visualWheel.transform.rotation = rotation; // Note: since we're hacking this together with z=90 rotated cylinders, rotate by 90 for now visualWheel.transform.Rotate(new Vector3(0.0f,0.0f,90.0f)); }
void WheelOffset (GameObject model, WheelCollider collider) { Quaternion quart; Vector3 pos; collider.GetWorldPose(out pos,out quart); model.transform.position=pos; model.transform.rotation=quart; }
private void updateWheelObject(WheelCollider _collider) { if (_collider.transform.childCount == 0) { CustomDebug.customLog(this.GetType().Name, "updateWheelObject()", "collider child count is 0"); return; } Transform wheelObjectTransform = _collider.transform.GetChild(0); Vector3 pos; Quaternion rot; _collider.GetWorldPose(out pos, out rot); wheelObjectTransform.position = pos; wheelObjectTransform.rotation = rot; }
private void applyVisuals(WheelCollider collider, GameObject visual) { Vector3 position; Quaternion rotation; collider.GetWorldPose (out position, out rotation); visual.transform.position = position; visual.transform.rotation = rotation; }
internal void OnUpdate(WheelCollider wheel) { Vector3 position; Quaternion rotation; wheel.GetWorldPose(out position, out rotation); this.transform.rotation = rotation; }