void Start() { if (showMainTest) { InitMainTest(); } a = new Vec3(A); b = new Vec3(B); //value = Vector3.Project(A, B).normalized; //value2 = Vec3.Project(a, b).normalized; Vector3Debugger.AddVector(Vector3.zero, a, Color.blue, "Test Blue"); Vector3Debugger.EnableEditorView("Test Blue"); Vector3Debugger.AddVector(Vector3.zero, b, Color.green, "Test Green"); Vector3Debugger.EnableEditorView("Test Green"); //Vector3Debugger.AddVector(Vector3.zero, value2, Color.red, "Test Red"); //Vector3Debugger.EnableEditorView("Test Red"); Debug.Log("1: " + value); Debug.Log("2: " + value2); }
void Start() { Vector3Debugger.AddVector(ejer1, Color.red, "primero"); ejer1 = new Vector3(5, 0, 0); Vector3Debugger.AddVectorsSecuence(ejer2, false, Color.blue, "segundo"); ejer2.Add(new Vector3(5, 0, 0)); ejer2.Add(new Vector3(5, 5, 0)); ejer2.Add(new Vector3(10, 5, 0)); Vector3Debugger.AddVectorsSecuence(ejer3, false, Color.yellow, "tercero"); ejer3.Add(new Vector3(5, 0, 0)); ejer3.Add(new Vector3(5, 5, 0)); ejer3.Add(new Vector3(10, 5, 0)); ejer3.Add(new Vector3(10, 10, 0)); // ---------------------------- // Testeos propios: //Vec3 position = new Vec3(obj2.position); //var rotation = MyQuatern.LookRotation(position, Vec3.Up); // //obj1.rotation = new Quaternion(rotation.x, rotation.y, rotation.z, rotation.w); //var myQuat = MyQuatern.Euler(12, 5, -1); //var unityQuat = Quaternion.Euler(12, 5, -1); // //Debug.Log("My: " + myQuat.eulerAngles); //Debug.Log("Unity: " + unityQuat.eulerAngles.ToString("F7")); }
private void Start() { SetExcercise(0); Vector3Debugger.AddVectorsSecuence(secuencePointList, true, Color.red, "Secuence"); Vector3Debugger.EnableEditorView(); }
void FixedUpdate() { switch (ejercicio) { case Funciones.Uno: Vector3Debugger.EnableEditorView("primero"); Vector3Debugger.DisableEditorView("segundo"); Vector3Debugger.DisableEditorView("tercero"); // --------------- MyQuatern miQuat1 = MyQuatern.Euler(0, valor, 0); ejer1 = (miQuat1 * new Vec3(ejer1)); // --------------- Vector3Debugger.UpdatePosition("primero", ejer1); break; case Funciones.Dos: Vector3Debugger.EnableEditorView("segundo"); Vector3Debugger.DisableEditorView("primero"); Vector3Debugger.DisableEditorView("tercero"); // --------------- MyQuatern miQuat2 = MyQuatern.Euler(0, valor, 0); ejer2[1] = (miQuat2 * new Vec3(ejer2[1])); ejer2[2] = (miQuat2 * new Vec3(ejer2[2])); ejer2[3] = (miQuat2 * new Vec3(ejer2[3])); // --------------- Vector3Debugger.UpdatePositionsSecuence("segundo", ejer2); break; case Funciones.Tres: Vector3Debugger.EnableEditorView("tercero"); Vector3Debugger.DisableEditorView("primero"); Vector3Debugger.DisableEditorView("segundo"); // --------------- MyQuatern miQuat3 = MyQuatern.Euler(valor * 1.5f, valor * 1.5f, 0); ejer3[1] = (miQuat3 * new Vec3(ejer3[1])); ejer3[3] = (MyQuatern.Inverse(miQuat3) * new Vec3(ejer3[3])); // --------------- Vector3Debugger.UpdatePositionsSecuence("tercero", ejer3); break; } }
IEnumerator UpdateBlueVector() { for (int i = 0; i < 100; i++) { Vector3Debugger.UpdatePosition("elAzul", new Vector3(2.4f, 6.3f, 0.5f) * (i * 0.05f)); yield return(new WaitForSeconds(0.2f)); } }
void Update() { if (ejercicios != lastEjercicios) { go1.transform.rotation = Quaternion.Euler(origRot); go2.transform.rotation = Quaternion.Euler(origRot); lastEjercicios = ejercicios; } Vector3 a; Vector3 b; switch (ejercicios) { case Ejercicio.uno: go1.transform.rotation = go1.transform.rotation * Quaternion.Euler(new Vector3(0, angle * Time.deltaTime * speed, 0)); a = go1.transform.forward; White = a * 10.0f; Black = Vector3.zero; Red = Vector3.zero; Green = Vector3.zero; break; case Ejercicio.dos: go1.transform.rotation = go1.transform.rotation * Quaternion.Euler(new Vector3(0, angle * Time.deltaTime * speed, 0)); a = go1.transform.forward; White = a * 10; Black = White + Vector3.up * 10; Red = Black + a * 10.0f; Green = Red; break; case Ejercicio.tres: go1.transform.rotation = go1.transform.rotation * Quaternion.Euler(0, angle * Time.deltaTime * speed, angle * Time.deltaTime * speed); a = go1.transform.forward; go2.transform.rotation = go2.transform.rotation * Quaternion.Euler(0, -angle * Time.deltaTime * speed, -angle * Time.deltaTime * speed); b = go2.transform.forward; White = a * 10.0f; Black = White + (go1.transform.up) * 10; Red = Black + b * 10.0f; Green = Red + (go2.transform.up) * 10; break; default: break; } Vector3Debugger.UpdatePosition("Blanco", White); Vector3Debugger.UpdatePosition("Negro", White, Black); Vector3Debugger.UpdatePosition("Rojo", Black, Red); Vector3Debugger.UpdatePosition("Verde", Red, Green); }
void Start() { Vector3Debugger.AddVector(resultado, colorVec, "elResultado"); Vector3Debugger.EnableEditorView("elResultado"); Vector3Debugger.AddVector(ejerA, Color.black, "elNegro"); Vector3Debugger.EnableEditorView("elNegro"); Vector3Debugger.AddVector(ejerB, Color.white, "elBlanco"); Vector3Debugger.EnableEditorView("elBlanco"); timeLerp = 0; timeLerpUnclamp = 1; }
void Start() { FirstVector = new Vector3(10.0f, 10.0f, 10.0f); SecondVector = new Vector3(25.0f, 20.0f, 20.0f); first = new Vec3(FirstVector); second = new Vec3(SecondVector); Vector3Debugger.AddVector(FirstVector, Color.white, "First"); Vector3Debugger.AddVector(SecondVector, Color.black, "Second"); Vector3Debugger.AddVector(ThirdVector, Color.red, "Third"); Vector3Debugger.EnableEditorView(); }
void Start() { a = new Vec3(A); b = new Vec3(B); value = Vec3.Zero; Vector3Debugger.AddVector(a, Color.blue, "Blue"); Vector3Debugger.EnableEditorView("Blue"); Vector3Debugger.AddVector(a, Color.green, "Green"); Vector3Debugger.EnableEditorView("Green"); Vector3Debugger.AddVector(value, vectorColor, "value"); Vector3Debugger.EnableEditorView("value"); }
void Start() { White = origVec; Black = new Vector3(25.0f, 20.0f, 20.0f); Vector3Debugger.AddVector(White, Color.white, "Blanco"); Vector3Debugger.AddVector(Black, Color.black, "Negro"); Vector3Debugger.AddVector(Red, Color.red, "Rojo"); Vector3Debugger.AddVector(Red, Color.green, "Verde"); Vector3Debugger.TurnOffVector("Blanco"); Vector3Debugger.TurnOffVector("Negro"); Vector3Debugger.TurnOffVector("Rojo"); Vector3Debugger.TurnOffVector("Verde"); Vector3Debugger.EnableEditorView(); }
void Start() { List <Vector3> vectors = new List <Vector3>(); vectors.Add(new Vec3(10.0f, 0.0f, 0.0f)); vectors.Add(new Vec3(10.0f, 10.0f, 0.0f)); vectors.Add(new Vec3(20.0f, 10.0f, 0.0f)); vectors.Add(new Vec3(20.0f, 20.0f, 0.0f)); Vector3Debugger.AddVectorsSecuence(vectors, false, Color.red, "secuencia"); Vector3Debugger.EnableEditorView("secuencia"); Vector3Debugger.AddVector(new Vector3(10, 10, 0), Color.blue, "elAzul"); Vector3Debugger.EnableEditorView("elAzul"); Vector3Debugger.AddVector(Vector3.down * 7, Color.green, "elVerde"); Vector3Debugger.EnableEditorView("elVerde"); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.L)) { StartCoroutine(UpdateBlueVector()); } if (Input.GetKeyDown(KeyCode.O)) { Vector3Debugger.TurnOffVector("elAzul"); } if (Input.GetKeyDown(KeyCode.P)) { Vector3Debugger.TurnOnVector("elAzul"); } }
void Inputs() { if (Input.GetKeyDown(KeyCode.Alpha1)) { Vector3Debugger.SetVectorState("Test Blue", !Vector3Debugger.IsVectorActive("Test Blue")); } if (Input.GetKeyDown(KeyCode.Alpha2)) { Vector3Debugger.SetVectorState("Test Green", !Vector3Debugger.IsVectorActive("Test Green")); } if (Input.GetKeyDown(KeyCode.Alpha3)) { Vector3Debugger.SetVectorState("Test Red", !Vector3Debugger.IsVectorActive("Test Red")); } }
void InitMainTest() { List <Vector3> vectors = new List <Vector3>(); vectors.Add(new Vec3(10.0f, 0.0f, 0.0f)); vectors.Add(new Vec3(10.0f, 10.0f, 0.0f)); vectors.Add(new Vec3(20.0f, 10.0f, 0.0f)); vectors.Add(new Vec3(20.0f, 20.0f, 0.0f)); Vector3Debugger.AddVectorsSecuence(vectors, false, Color.red, "secuencia"); Vector3Debugger.EnableEditorView("secuencia"); Vector3Debugger.AddVector(new Vector3(10, 10, 0), Color.blue, "Vector3 Blue"); Vector3Debugger.EnableEditorView("Vector3 Blue"); Vector3Debugger.AddVector(Vector3.down * 7, Color.green, "Vector3 Green"); Vector3Debugger.EnableEditorView("Vector3 Green"); }
void Update() { //timer += Time.deltaTime; a = new Vec3(A); b = new Vec3(B); //value2 = Vec3.Reflect(a, b); value = Vector3.Angle(A, B); value2 = Vec3.Angle(a, b); Vector3Debugger.UpdatePosition("Test Blue", a); Vector3Debugger.UpdatePosition("Test Green", b); //Vector3Debugger.UpdatePosition("Test Red", value2); if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("1: " + value); Debug.Log("2: " + value2); } Inputs(); }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { DoNextExcercise(); } switch (excersice) { case Excersice.FIRST: point1.rotation *= MyQuaternion.Euler(0, angle * Time.deltaTime * speed, 0); secuencePointList[1] = point1.forward * 10f; break; case Excersice.SECOND: point1.rotation *= MyQuaternion.Euler(0, angle * Time.deltaTime * speed, 0); secuencePointList[1] = point1.forward * 10f; secuencePointList[2] = secuencePointList[1] + (Vector3.up * 10f); secuencePointList[3] = secuencePointList[2] + (point1.forward * 10f); break; case Excersice.THIRD: point1.rotation *= Quaternion.Euler(0, angle * Time.deltaTime * speed, angle * Time.deltaTime * speed); point2.rotation *= Quaternion.Euler(0, -angle * Time.deltaTime * speed, -angle * Time.deltaTime * speed); secuencePointList[1] = point1.transform.forward * 10f; secuencePointList[2] = secuencePointList[1] + (point1.up * 10f); secuencePointList[3] = secuencePointList[2] + (point2.forward * 10f); secuencePointList[4] = secuencePointList[3] + (point2.up * 10f); break; } Vector3Debugger.UpdatePositionsSecuence("Secuence", secuencePointList); }
// Update is called once per frame void Update() { a = new Vec3(A); b = new Vec3(B); Vector3Debugger.UpdatePosition("Blue", a); Vector3Debugger.UpdatePosition("Green", b); switch (excersice) { case EXCERSICE.EX_1: value = a + b; break; case EXCERSICE.EX_2: value = b - a; break; case EXCERSICE.EX_3: Vec3 aux3 = a; aux3.Scale(b); value = aux3; break; case EXCERSICE.EX_4: value = Vec3.Cross(b, a); break; case EXCERSICE.EX_5: timer += Time.deltaTime; if (timer >= 1) { timer = 0; } value = Vec3.Lerp(b, a, timer); break; case EXCERSICE.EX_6: value = Vec3.Max(a, b); break; case EXCERSICE.EX_7: value = Vec3.Project(a, b); break; case EXCERSICE.EX_8: //value = Vec3.ClampMagnitude(??????????) break; case EXCERSICE.EX_9: value = Vec3.Reflect(b, a); break; case EXCERSICE.EX_10: timer += Time.deltaTime; if (timer >= 10) { timer = 0; } value = Vec3.LerpUnclamped(b, a, timer); break; } Vector3Debugger.UpdateColor("value", vectorColor); Vector3Debugger.UpdatePosition("value", value); }
void Update() { Vec3 A = new Vec3(ejerA); Vec3 B = new Vec3(ejerB); Vec3 C = new Vec3(resultado); switch (funcion) { case Funciones.Uno: // Suma de Dos Vectores3 C = A + B; break; case Funciones.Dos: // Resta de dos Vectores3 C = B - A; break; case Funciones.Tres: // Se hace una escala entre los dos Vectores Existentes C = A; C.Scale(B); break; case Funciones.Cuatro: // Se hace un producto Cruz entre los dos vectores C = Vec3.Cross(B, A); break; case Funciones.Cinco: // Se hace un Lerp entre los dos vectores if (timeLerp > 1) { timeLerp = 0; } else { timeLerp += Time.deltaTime; } C = Vec3.Lerp(A, B, timeLerp); break; case Funciones.Seis: // Se hace se saca los valores maximos de cada vector C = Vec3.Max(A, B); break; case Funciones.Siete: // Se saca la Proyeccion entre dos vectores C = Vec3.Project(A, B); break; case Funciones.Ocho: // Se hace un normalize de los dos vectores y despues se multiplica a la distancia entre los mismos Pdt. Este costo porque era raro Vec3 suma = A + B; C = suma.normalized * Vec3.Distance(A, B); break; case Funciones.Nueve: // Se hace un reflect utilizando los los vertores C = Vec3.Reflect(B, A); break; case Funciones.Diez: // Se hace un LerpUnclamped para que no se detenga cuando llega al limite permitido y asi siga avanzando timeLerpUnclamp -= Time.deltaTime; C = Vec3.LerpUnclamped(A, B, timeLerpUnclamp); break; } ejerA = A; ejerB = B; resultado = C; Vector3Debugger.UpdatePosition("elResultado", resultado); Vector3Debugger.UpdatePosition("elNegro", ejerA); Vector3Debugger.UpdatePosition("elBlanco", ejerB); }
// Update is called once per frame void Update() { first = new Vec3(FirstVector); second = new Vec3(SecondVector); switch (opciones) { case Options.uno: third = first + second; break; case Options.dos: third = second - first; break; case Options.tres: third = Vec3.Scale(first, second); break; case Options.cuatro: third = Vec3.Cross(second, first); break; case Options.cinco: third = Vec3.Lerp(first, second, t); t += Time.deltaTime; if (t >= 1f) { t = 0f; } break; case Options.seis: third = Vec3.Max(first, second); break; case Options.siete: third = Vec3.Project(first, second); break; case Options.ocho: float val = Vec3.Distance(first, second); Vec3 sum = first + second; third = val * sum.normalized; break; case Options.nueve: third = Vec3.Reflect(first, second); break; case Options.diez: third = Vec3.LerpUnclamped(second, first, t); t += Time.deltaTime; if (t >= 10f) { t = 0f; } break; default: break; } Vector3Debugger.UpdatePosition("First", first); Vector3Debugger.UpdatePosition("Second", second); Vector3Debugger.UpdatePosition("Third", third); }