void Update()
 {
     // when we press O we start slerping cube
     if (Input.GetKeyDown(KeyCode.O))
     {
         Quaternion  startQ = transform.rotation;
         Quaternion  endQ   = Quaternion.Euler(end);
         IEnumerator slerp  = QuaternionCoroutines.Slerp(transform, startQ, endQ, 5);
         StartCoroutine(slerp);
     }
 }
 void Update()
 {
     // when we press L we start slerping cube
     if (Input.GetKeyDown(KeyCode.L))
     {
         Quaternion  startQ = Quaternion.Euler(start);
         Quaternion  endQ   = Quaternion.Euler(end);
         IEnumerator slerp  = QuaternionCoroutines.SlerpUnclamped(transform, startQ, endQ, 1, 10);
         StartCoroutine(slerp);
     }
     // when we press P when you want to set cube to start rotation
     if (Input.GetKeyDown(KeyCode.P))
     {
         transform.rotation = Quaternion.Euler(start);
     }
 }
示例#3
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.O))
        {
            Quaternion startQ = Quaternion.Euler(startRotation);
            Quaternion end    = Quaternion.AngleAxis(angle, axis);

            IEnumerator slerp = QuaternionCoroutines.Slerp(transform, startQ, end * startQ, 5);

            StartCoroutine(slerp);
        }
        if (Input.GetKeyDown(KeyCode.P))
        {
            transform.rotation = Quaternion.Euler(startRotation);
        }
    }
    void Update()
    {
        // when we press O we start lerping cube

        if (Input.GetKeyDown(KeyCode.O))
        {
            Quaternion startQ = Quaternion.Euler(start);
            Quaternion endQ   = Quaternion.Euler(end);

            IEnumerator lerp = QuaternionCoroutines.Lerp(transform, startQ, endQ, 5);

            StartCoroutine(lerp);
        }
        // when we press P we set cube to start rotation
        if (Input.GetKeyDown(KeyCode.P))
        {
            transform.rotation = Quaternion.Euler(start);
        }
    }