void Start() { rotaionMatrix = HolisticMath.GetRotaionMatrix(eulerAngles.x * Mathf.Deg2Rad, false, eulerAngles.y * Mathf.Deg2Rad, false, eulerAngles.z * Mathf.Deg2Rad, false); angle = HolisticMath.GetRotaionAxisAngle(rotaionMatrix); axis = HolisticMath.GetRotationAxis(rotaionMatrix, angle); }
// Start is called before the first frame update void Start() { angle = angle * Mathf.Deg2Rad; foreach (GameObject point in points) { Coords position = new Coords(point.transform.position, 1); Coords axis = new Coords(rotaionAxis, 0); // rotaion is applied to the position. point.transform.position = HolisticMath.Rotate(position, angle.x, true, angle.y, true, angle.z, true).ToVector(); } Matrix rot = HolisticMath.GetRotaionMatrix(angle.x, true, angle.y, true, angle.z, true); float angle2 = HolisticMath.GetRotaionAxisAngle(rot); Coords angleAxis = HolisticMath.GetRotationAxis(rot, angle2); Coords.DrawLine(new Coords(Vector3.zero), (angleAxis) * 3, 0.1f, Color.yellow); Debug.Log("Axis" + angleAxis.ToString()); Debug.Log("Angle" + angle2); }