public void SideToSide() { if (transform.position.x >= 9) { direction = -1; } else if (transform.position.x <= -9) { direction = 1; } t.Translate(new Vector3(1, 0) * moveSpeed * direction * Time.deltaTime); t.Rotate(new Vector3(0, 0, 1), spinSpeed * Time.deltaTime); }
void Update() { positionX = positionX >= maxX ? maxX : positionX; positionY = positionY >= maxY ? maxY : positionY; positionX = positionX <= minX ? minX : positionX; positionY = positionY <= minY ? minY : positionY; r = positionX > 0 ? 1.0f : 0; g = positionY > 0 ? 1.0f : 0; b = positionX < 0 ? 1.0f : 0; resetMesh(r, g, b); translationSpeedX = positionX <maxX && positionX> minX ? translationSpeedX : -translationSpeedX; translationSpeedY = positionY <maxY && positionY> minY ? translationSpeedY : -translationSpeedY; size = size >= maxSize ? maxSize : size; size = size <= minSize ? minSize : size; bigger = size < maxSize && !smaller; smaller = size > minSize && !bigger; size = bigger && !smaller ? size + scalingSpeed : size - scalingSpeed; angle += Time.deltaTime * rotationSpeed; positionX += Time.deltaTime * translationSpeedX; positionY += Time.deltaTime * translationSpeedY; size += Time.deltaTime * scalingSpeed; Vector3[] vertices = mesh.vertices; Matrix3x3 scale = IGB283Transform.Scale(size, size); Matrix3x3 rotate = IGB283Transform.Rotate(angle); Matrix3x3 translate = IGB283Transform.Translate(positionX, positionY); //Matrix3x3 transformation = TRS Matrix3x3 transformation = translate * rotate * scale; for (int i = 0; i < vertices.Length; i++) { vertices[i] = transformation.MultiplyPoint(vertices[i]); } mesh.vertices = vertices; mesh.RecalculateBounds(); }
private void RotateAndTranslate(Shape shape, float point1, float point2) { Vector3 moveDir; if (!shape.MoveTowardsFirst) { if (shape.Center.x >= point2) { shape.MoveTowardsFirst = true; } moveDir = Vector3.right; } else { if (shape.Center.x <= point1) { shape.MoveTowardsFirst = false; } moveDir = Vector3.left; } if (!ThreeDimensional) { var center = new Vector2(shape.Center.x, shape.Center.y); Matrix3x3 T = IGB283Transform.Translate(-center); Matrix3x3 R = IGB283Transform.Rotate(shape.RotationSpeed.z * Time.deltaTime); Matrix3x3 TReverse = IGB283Transform.Translate(center + Time.deltaTime * shape.Speed * new Vector2(moveDir.x, moveDir.y)); shape.ApplyTransformation(TReverse * R * T); } else { IGB283.Matrix4x4 T = IGB283Transform.Translate(-shape.Center); IGB283.Matrix4x4 R = IGB283Transform.Rotate(shape.RotationSpeed * Time.deltaTime); IGB283.Matrix4x4 TReverse = IGB283Transform.Translate(shape.Center + Time.deltaTime * shape.Speed * moveDir); shape.ApplyTransformation(TReverse * R * T); } }