public void Test_Get_Velocity_Initial_South() { var motion = new CircularMotion(0, 0, new Angle(Math.PI), new Angle(1), 1, Vector.Zero); Vector velocity = new Vector(0, -1); Vector motionVelocity = motion.GetVelocity(0); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
public void Test_Get_Velocity_Initial_West_Clockwise() { var motion = new CircularMotion(0, 0, new Angle(0), new Angle(-Math.PI / 2), 1, Vector.Zero); Vector velocity = new Vector(-1, 0); Vector motionVelocity = motion.GetVelocity(1000); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
public void Test_Get_Motion_Initial_North() { var motion = new CircularMotion(0, 1, new Angle(0), new Angle(0), 1, Vector.Zero); Vector velocity = new Vector(0, 0); Vector motionVelocity = motion.GetMotion(0); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
public void Test_Get_Motion_Initial_South_Clockwise() { var motion = new CircularMotion(0, 0, new Angle(0), new Angle(-Math.PI), 1, Vector.Zero); Vector velocity = new Vector(0, 0); Vector motionVelocity = motion.GetMotion(2000); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
public void Test_Get_Motion_Initial_South_Clockwise() { var motion = new CircularMotion(0, 0, new Angle(0), new Angle(-Math.PI), 1, Vector.Zero); Vector velocity = new Vector(0, 0); Vector motionVelocity = motion.GetMotion(2000); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
public void Test_Get_Motion_Initial_North() { var motion = new CircularMotion(0, 1, new Angle(0), new Angle(0), 1, Vector.Zero); Vector velocity = new Vector(0, 0); Vector motionVelocity = motion.GetMotion(0); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
void Start() { for (int i = 0; i < NumberOfPlatforms; i++) { //instantiate the object and add circular motion GameObject obj = Instantiate(Platform, transform.Position2D(), Quaternion.identity, transform); CircularMotion circularMotion = obj.GetComponent <CircularMotion>(); if (circularMotion == null) { circularMotion = obj.AddComponent <CircularMotion>(); } //Resize sprite if (SetTilingWidth && obj.GetComponent <SpriteRenderer>() is SpriteRenderer spr && spr) { spr.size = spr.size.SetX(PlatformWidth); } //Add object to list circularMotionObjects.Add(circularMotion); //sets the angle circularMotion.SetAngle(360 / (NumberOfPlatforms + NumberOfBlankSpace) * i); //Set speed and radius for each ferris wheel object circularMotion.Radius = Radius; circularMotion.Speed = Speed; //Set visual arm for circular motion if (Arm) { circularMotion.Arm = Arm; } } }
// this is the button, just have some checks for position and a gravity force applied so it goes back up. void Start() { rb = GetComponent <Rigidbody2D>(); cm = cam.GetComponent <CircularMotion>(); }
public void Test_Get_Velocity_Initial_West_Clockwise() { var motion = new CircularMotion(0, 0, new Angle(0), new Angle(-Math.PI / 2), 1, Vector.Zero); Vector velocity = new Vector(-1, 0); Vector motionVelocity = motion.GetVelocity(1000); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }
public void Test_Get_Velocity_Initial_South() { var motion = new CircularMotion(0, 0, new Angle(Math.PI), new Angle(1), 1, Vector.Zero); Vector velocity = new Vector(0, -1); Vector motionVelocity = motion.GetVelocity(0); Assert.AreEqual(velocity.X, motionVelocity.X, 0.000000000001); Assert.AreEqual(velocity.Y, motionVelocity.Y, 0.000000000001); }