void Start() { ultimoEjercicio = ejercicio; E1 = Instantiate(go, transform).transform; E2_1 = Instantiate(go, transform).transform; E2_2 = Instantiate(go, E2_1).transform; E2_3 = Instantiate(go, E2_2).transform; E3_1 = Instantiate(go, transform).transform; E3_2 = Instantiate(go, E3_1).transform; E3_3 = Instantiate(go, E3_2).transform; E2_2.rotation *= Quaternion.AngleAxis(-90f, E2_2.right); rotacion = Quaternion.AngleAxis(angle, new Vec3(E1.up)); E2 = new List <Vector3>(); E2.Add(Vector3.zero); E2.Add(E2_1.transform.forward * 10f); E2.Add(E2_1.transform.forward * 10f + E2_2.transform.forward * 10f); E2.Add(E2_1.transform.forward * 10f + E2_2.transform.forward * 10f + E2_3.transform.forward * 10f); E3 = new List <Vector3>(); E3.Add(Vector3.zero); E3.Add(E3_1.transform.forward * 10f); E3.Add(E3_1.transform.forward * 10f + E3_2.transform.forward * 10f); E3.Add(E3_1.transform.forward * 10f + E3_2.transform.forward * 10f + E3_3.transform.forward * 10f); VectorDebugger.EnableCoordinates(); VectorDebugger.AddVector(E1.forward, Color.red, "E1"); VectorDebugger.AddVectorsSecuence(E2, true, Color.blue, "E2"); VectorDebugger.AddVectorsSecuence(E3, true, Color.yellow, "E3"); VectorDebugger.EnableEditorView(); }
void Start() { VectorDebugger.EnableCoordinates(); Blanco = new Vec3(transform.forward * 50); White = Blanco; VectorDebugger.AddVector(transform.position, Blanco, Color.white, "Blanco"); VectorDebugger.EnableEditorView(); }
void Start() { VectorDebugger.EnableCoordinates(); Debug.Log(a.ToString()); VectorDebugger.AddVector(a, Color.green, "La verde"); VectorDebugger.EnableEditorView(); }
void Start() { ultimoEjercicio = ejercicio; VectorDebugger.EnableCoordinates(); VectorDebugger.AddVector(A, Color.white, "A"); VectorDebugger.AddVector(B, Color.black, "B"); VectorDebugger.AddVector(C, vectorColor, "C"); VectorDebugger.EnableEditorView(); E5_startTime = E10_startTime = Time.time; }
void Start() { VectorDebugger.EnableCoordinates(); Debug.Log(a.ToString()); VectorDebugger.AddVector(a, Color.green, "La verde"); Debug.Log(b.ToString()); VectorDebugger.AddVector(b, Color.blue, "La azul"); Debug.Log(result.ToString()); VectorDebugger.AddVector(result, Color.red, "La roja"); VectorDebugger.EnableEditorView(); }
void Start() { VectorDebugger.EnableCoordinates(); 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)); //VectorDebugger.AddVectorsSecuence(vectors, false, Color.red, "secuencia"); //VectorDebugger.AddVector(new Vector3(10, 10, 0), Color.blue, "elAzul"); //VectorDebugger.AddVector(Vector3.down * 7, Color.green, "elVerde"); //VectorDebugger.AddVector(new Vec3(VectorDebugger.GetVectorsPositions("secuencia")[3] - VectorDebugger.GetVectorsPositions("secuencia")[1]), Color.cyan, "elPrimero"); VectorDebugger.AddVector(new Vec3(new Vec3(10.0f, 0.0f, 0.0f) * 2), Color.yellow, "elSegundo"); VectorDebugger.EnableEditorView(); }
void Start() { VectorDebugger.EnableCoordinates(); Blanco = origVec; Negro = new Vector3(25.0f, 20.0f, 20.0f); VectorDebugger.AddVector(Blanco, Color.white, "Blanco"); VectorDebugger.AddVector(Negro, Color.black, "Negro"); VectorDebugger.AddVector(Rojo, Color.red, "Rojo"); VectorDebugger.AddVector(Rojo, Color.green, "Verde"); VectorDebugger.TurnOffVector("Blanco"); VectorDebugger.TurnOffVector("Negro"); VectorDebugger.TurnOffVector("Rojo"); VectorDebugger.TurnOffVector("Verde"); VectorDebugger.EnableEditorView(); }
void Start() { VectorDebugger.EnableCoordinates(); Blanco = new Vector3(10.0f, 10.0f, 10.0f); Negro = new Vector3(25.0f, 20.0f, 20.0f); White = new Vec3(Blanco); Black = new Vec3(Negro); VectorDebugger.AddVector(Blanco, Color.white, "Blanco"); VectorDebugger.AddVector(Negro, Color.black, "Negro"); VectorDebugger.AddVector(Rojo, Color.red, "Rojo"); VectorDebugger.EnableEditorView(); }
void Start() { VectorDebugger.EnableCoordinates(); /*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)); * VectorDebugger.AddVectorsSecuence(vectors, true, Color.red, "secuencia"); //si es true el 0 es 0,0,0 sino es el primer elemento * VectorDebugger.AddVector(new Vector3(10, 10, 0), Color.blue, "elAzul"); * VectorDebugger.AddVector(Vector3.down * 7, Color.green, "elVerde"); */ #region Fuego VectorDebugger.EnableEditorView(); Quarentenion miQ = new Quarentenion(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w); Quarentenion miQ2 = new Quarentenion(-0.2f, 0, -0.3f, -0.4f); Quaternion noMiQ = new Quaternion(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w); Quaternion noMiQ2 = new Quaternion(-0.2f, 0, -0.3f, -0.4f); Quarentenion myA = new Quarentenion(-0.2f, 0.3f, 0.1f, 0.5f); Quarentenion myB = new Quarentenion(0.2f, 0.3f, 0.8f, 0.5f); Quaternion A = new Quaternion(-0.2f, 0.3f, 0.1f, 0.5f); Quaternion B = new Quaternion(0.2f, 0.3f, 0.8f, 0.5f); //MatrixRecargada m = MatrixRecargada.identity; Matrix4x4 M = Matrix4x4.identity; //Debug.Log(Quaternion.AngleAxis(80, new Vector3(10, 20, 30))); //Debug.Log(Quarentenion.AngleAxis(80, new Vector3(10,20,30))); //rot = Quaternion.FromToRotation(Vector3.up,Vector3.right); Debug.Log(Quarentenion.LerpUnclamped(miQ, miQ2, 0.25f)); Debug.Log(Quaternion.LerpUnclamped(noMiQ, noMiQ2, 0.25f)); //dot//((a.x * b.x) + (a.y * b.y) + (a.z * b.z)); //Mathf.Rad2Deg * (float)Math.Acos(Dot(from, to) / (Math.Sqrt(Math.Pow(from.x, 2) + Math.Pow(from.y, 2) + Math.Pow(from.z, 2)) * Math.Sqrt(Math.Pow(to.x, 2) + Math.Pow(to.y, 2) + Math.Pow(to.z, 2)))); Vector3 fromRot = transform.forward; Debug.Log(fromRot); Vector3 toRot = Vector3.up; Debug.Log(toRot); Vector3 betweeeeen;// = toRot - fromRot; float angle = Vector3.Angle(fromRot, toRot); float suma = Math.Abs(toRot.x) + Math.Abs(toRot.y) + Math.Abs(toRot.z); betweeeeen = toRot / suma;// * angle; Debug.Log(betweeeeen); betweeeeen *= angle; rot1 = Quaternion.Euler(fromRot) * Quaternion.Euler(betweeeeen); //Debug.Log(toRot); //Debug.Log(fromRot); //Debug.Log(rotx); //Debug.Log(roty); //Debug.Log(rotz); //Debug.Log("Vec target" + toRot); //Debug.Log("Vec orig" + fromRot); //Debug.Log("Angle " + angle); //Debug.Log("Suma " + suma); //Vector3 aux = new Vector3(toRot.x / suma, toRot.y / suma, toRot.z / suma); //Debug.Log("Nornalizado" + aux); ////aux = fromRot / suma; mah fasil //Vector3 angleBetween = new Vector3(aux.x * angle, aux.y* angle, aux.z * angle); //Debug.Log("Multiplicado por su angulo" + angleBetween); ////angleBetween = aux * angle; mah fasil // ////angleBetween = new Vector3(fromRot.x + angleBetween.x, fromRot.y + angleBetween.y, fromRot.z + angleBetween.z); //Debug.Log("Vector original sumado a el final" + angleBetween); //rot1 = Quaternion.Euler (angleBetween); //rot1 = Quaternion.Euler(spaceBetween); //noMiQ2 = Vector3.Angle(Vector3.up, Vector3.right); //noMiQ2 = Quaternion.Euler(Vector3.right); //Debug.Log(noMiQ); //Debug.Log(Quaternion.Euler(Vector3.up - Vector3.right)); //Debug.Log //Debug.Log(Quaternion.Euler(Vector3.up)); //Debug.Log(Quaternion.Euler(Vector3.right)); //Debug.Log(Vector3.up); //Debug.Log(Vector3.right); //Debug.Log(Quarentenion.identity * Vec3.Up); //m = MatrixRecargada.Translat}e(new Vec3(transform.position)); //M = Matrix4x4.Translate((transform.position)); //m = MatrixRecargada.Scale(new Vec3(transform.lossyScale)); //M = Matrix4x4.Scale((transform.lossyScale)); // //m = MatrixRecargada.Rotate(new Quarentenion(transform.rotation)); //M = Matrix4x4.Rotate((transform.rotation)); //m= MatrixRecargada.Scale(new Vec3(transform.lossyScale)); //M= Matrix4x4.Scale(transform.lossyScale); //m *= MatrixRecargada.identity; //M *= Matrix4x4.identity; //Debug.Log(m == MatrixRecargada.identity); //Debug.Log(m != MatrixRecargada.identity); //Debug.Log(M == Matrix4x4.identity); //Debug.Log(M != Matrix4x4.identity); //Debug.Log(Quaternion.AngleAxis(30, Vector3.up)); //Debug.Log(Quarentenion.AngleAxis(30, Vec3.Up)); //Debug.Log("Quat1" + miQ); //Debug.Log("Quat2" + miQ2); //Debug.Log("angle miq" + Quarentenion.Angle(miQ, miQ2)); //Debug.Log(Quaternion.identity); //Debug.Log("ANGLE MIO" + Quarentenion.Angle(miQ, miQ2)); //Debug.Log("ANGLE UNITY" + Quaternion.Angle(noMiQ, noMiQ2)); //Debug.Log("quaren"+Quarentenion.Euler(new Vec3(7, 12, 5))); //Debug.Log("quater"+Quaternion.Euler(new Vector3(7, 12, 5))); //Debug.Log(miQ.eulerAngles); //Debug.Log(noMiQ.eulerAngles); //miQ.Normalize(); //noMiQ.Normalize(); //Debug.Log(miQ); //Debug.Log(noMiQ); //Debug.Log(noMiQ.eulerAngles); //Debug.Log(noMiQ2.eulerAngles); //Debug.Log("angle nomiq" + Quaternion.Angle(noMiQ, noMiQ2)); //Debug.Log(noMiQ + " " + noMiQ2); //Plein b = new Plein(new Vec3(2, 10, 10), new Vec3(20, 0, 10), new Vec3 (3,2,1)); //Plane c = new Plane(new Vector3(2, 10, 10), new Vector3(20, 0, 10), new Vec3(3, 2, 1)); // //Debug.Log(b); //Debug.Log(c); // //b.Translate(new Vec3(50, 1, 1)); //c.Translate(new Vec3(50, 1, 1)); // //Debug.Log(b); //Debug.Log(c); //b.Set3Points(new Vec3(2, 10, 10), new Vec3(20, 0, 10), new Vec3(3, 2, 1)); //c.Set3Points(new Vec3(2, 10, 10), new Vec3(20, 0, 10), new Vec3(3, 2, 1)); // //Debug.Log(b.ClosestPointOnPlane(new Vec3(-50, 100, 100))); //Debug.Log(c.ClosestPointOnPlane(new Vec3(-50, 100, 100))); //Debug.Log(b.GetDistanceToPoint(new Vec3(1, 1, 1))); //Debug.Log(c.GetDistanceToPoint(new Vec3(1, 1, 1))); // //Debug.Log(b.SameSide(new Vec3(-40, 11, 11),new Vec3 (-40,-10,11))); //Debug.Log(c.SameSide(new Vec3(-40, 11, 11), new Vec3 (-40,-10,11))); // //b.SetNormalAndPosition(new Vec3(2, 10, 10), new Vec3(20, 0, 10)); //c.SetNormalAndPosition(new Vector3(2, 10, 10), new Vector3(20, 0, 10)); // //Debug.Log("Plano =" + b.ToString()); //Debug.Log("Plano unity =" + c.ToString()); //Plein d = new Plein(new Vec3(4, 5, 1), new Vec3(10, 0, 12)); // //Plane e = new Plane(new Vec3(4, 5, 1), new Vec3(10, 0, 12)); // //Debug.Log("Plano =" + b.ToString()); //Debug.Log("Plano =" + c); // // //Debug.Log("Flipped =" + b.flipped.ToString()); //Debug.Log("Flipped =" + c.flipped); // //b.Flip(); //c.Flip(); // //Debug.Log("Plano flipped =" + b.ToString()); //Debug.Log("Plano flipped =" + c); // // //Debug.Log("Translate =" + Plein.Translate(b, new Vec3(-10, 12, 1)).ToString()); //Debug.Log("Translate =" + Plane.Translate(c, new Vector3(-10, 12, 1))); //Debug.Log(d.ToString()); //Debug.Log(e); /*test ik * Vector3 planeA; * Vector3 planeB; * Vector3 planeC; * * planeA = new Vector3(10, 20, 5); * planeB = new Vector3(10, 0, 50); * planeC = new Vector3(1, 20, 3); * Vec3 planesA = new Vec3(planeA); * Vec3 planesB = new Vec3(planeB); * Vec3 planesC = new Vec3(planeC); * * * Plane plane = new Plane(planeA, planeB, planeC); * Plein planes = new Plein(planesA, planesB, planesC); * * Vec3 prueba = new Vec3(10, 3, 12); * * Debug.Log(plane.ToString()); * Debug.Log(planes.ToString()); * Debug.Log(plane.GetDistanceToPoint(prueba)); * Debug.Log(planes.GetDistanceToPoint(prueba)); */ // //Debug.Log(Vector3.Distance(c.ClosestPointOnPlane(Vec3.Zero),Vector3.zero)); //List<Vec3> vectors = new List<Vec3>(); //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)); //vectors.Add(new Vec3(20.0f, 10.0f, 5.0f)); //vectors.Add(new Vec3(20.0f, 10.0f, 0.0f)); //vectors.Add(new Vec3(8.9f, 4.5f, 0.0f)); /* * Vec3 resta = vectors[0] - vectors[1]; * * Vec3 multiplicacion = 2 * vectors[1]; * Vec3 division = vectors[1] / 2; * * Debug.Log(vectors[0]); * Debug.Log(vectors[1]); * Debug.Log(resta); * Debug.Log(-vectors[0]); * Debug.Log(multiplicacion); * Debug.Log(division); * Debug.Log(Vec3.Dot(vectors[0], vectors[1]));//producto punto * Debug.Log(Vec3.Angle(vectors[0], vectors[1])); * Debug.Log(Vector3.ClampMagnitude(vectors[5], 20)); * Debug.Log(Vec3.ClampMagnitude(vectors[5], 20)); * Debug.Log(vectors[5].magnitude); * Debug.Log((new Vector3(20.0f, 10.0f, 0.0f).normalized)); * Debug.Log((vectors[5].normalized)); * Vec3 vec = new Vec3(20.0f, 10.0f, 0.0f); * Debug.Log(vec.normalized); * //vec.Normalize(); * * * Debug.Log(Vec3.Normalize(ref vec) + "ESTE ES CON PARAMETRO"); * Vector3 vecto = new Vector3(20.0f, 10.0f, 0.0f); * Debug.Log(vecto.normalized + "Vector3 normalized"); * //Vector3.Normalize(vecto); * vecto.Normalize(); * Debug.Log(vecto + "Vector3 Normalize"); * Debug.Log(Vec3.Distance(vectors[0], vectors[1])); * * Vector3 vect = new Vector3(20.0f, 10.0f, 0.0f); * Vector3 vectB = new Vector3(20.0f, 10.0f, 5.0f); * Debug.Log(Vector3.SqrMagnitude(vect)); * Debug.Log(Vec3.SqrMagnitude(vectors[5])); * Debug.Log(Vector3.Scale(vect, vectB)); * Debug.Log(Vec3.Scale(vectors[5], vectors[4])); * vect.Scale(vectB); * Debug.Log(vect); * vectors[5].Scale(vectors[4]); * Debug.Log(vectors[5]); * vectors[5].Normalize(); * vectors[5].Set(100.0f, 100.0f, 100.0f); * Debug.Log(vectors[5] + "SETTED"); */ //Vec3 test1 = new Vec3(35.0f, 4.0f, 5.0f); //Vec3 test2 = new Vec3(25.0f, 20.0f, 20.0f); //Vector3 test3 = new Vector3(35.0f, 4.0f, 5.0f); //Vector3 test4 = new Vector3(25.0f, 20.0f, 20.0f); // // //Debug.Log(Vec3.Reflect(test1,test2)); // //Debug.Log(Vector3.Reflect(test3,test4)); /* * //test1.Scale(test2); * //Debug.Log(Vec3.Scale(test1,test2)); * //test3.Scale(test4); * //Debug.Log(Vector3.Scale(test3,test4)); * Debug.Log(Vec3.Lerp(test1,test2,10)); * Debug.Log(Vector3.Lerp(test3,test4,10)); */ #endregion }