// Update is called once per frame void Update() { // Set Oorbit speed Operiod = TimeM.timeMult; // Set our Ellipse orbit setEllipseOrigin(); // Handle pause of ellipse movement (since a mult of 0 doesnt stop it completely) if (TimeM.pause == false) { // Move along planets orbit MovingOrbit(); } // Rotate around planets axis (Day/Night Cycle) based on current speed roll += TimeM.timeMult; // Render object MeshFilter MF = GetComponent <MeshFilter>(); // Tells QCombine routine the object its moving and all its data CurrentPosition = (Quarts.QCombine(new Vectors(Vx, Vy, Vz), CurrentPosition, new Vectors(scalex, scaley, scalez), new Vectors(roll, pitch, yaw), ModelSpaceVertices, MF)); transform.localPosition = new Vector3(CurrentPosition.x, CurrentPosition.y, CurrentPosition.z); // Debug - shows xyz position on screen since mesh rendered doesnt move the actual transform x = CurrentPosition.x; y = CurrentPosition.y; z = CurrentPosition.z; }
// Update is called once per frame void Update() { // Rotate timeOfDay = (Time.deltaTime / 3600) * timeBoost; yaw += ((timeOfDay / 24) * 360.0f); // Render object MeshFilter MF = GetComponent <MeshFilter>(); // Tells QCombine routine the object its moving and all its data Quarts.QCombine(new Vectors(0, 0, 0), new Vectors(0, 0, 0), new Vectors(scalex, scaley, scalez), new Vectors(roll, pitch, yaw), ModelSpaceVertices, MF); }