// Start is called before the first frame update void Start() { Vector3 a = new Vector3(1, 3, 2); Vector3 b = new Vector3(4, 7, 1); Vector3 point = new Vector3(2.66f, 0f, 2.66f); Vector3 start = new Vector3(2f, 0f, 2f); Vector3 end = new Vector3(12f, 0f, 12f); float scalarNum = 2; float radius = 5f; float theta = 2.214298f; Vector3 n = new Vector3(-3, 0f, 4); Vector3 b1 = new Vector3(1, 10, 1); Vector3 b2 = new Vector3(1, 20, 1); Debug.Log("Vector 1: " + a + " Vector 2: " + b + " Scalar Number: " + scalarNum); Debug.Log("Angle between 2 3D Vectors - Output: " + VectorLibrary.angleOfVectors(a, b) + "\nExpected Output: 0.47 radians"); Debug.Log("3D Vector addition - Output: " + VectorLibrary.addVectors(a, b) + "\nExpected Output: (5, 10, 3)"); Debug.Log("3D Vector subtraction - Output: " + VectorLibrary.subVectors(a, b) + "\nExpected Output: (-3, -4, 1)"); Debug.Log("3D Dot Product Vector - Output: " + VectorLibrary.dotProduct(a, b) + "\nExpected Output: 27"); Debug.Log("Unit vector of a 3D Vector - Output: " + VectorLibrary.getUnitVector(a) + "\nExpected Output: (0.3, 0.8 , 0.5)"); Debug.Log("Vector reflection (axis aligned X) Output: " + VectorLibrary.getVectorReflection(point, true) + "\nExpected Output: (-2.66f,0f,2.66f) "); Debug.Log("Vector reflection (axis aligned Z) Output: " + VectorLibrary.getVectorReflection(point, false) + "\nExpected Output: (2.66f,0f,-2.66f) "); Debug.Log("Polar to Cartesian - Output: " + VectorLibrary.convertToCartesian(radius, theta) + "\nExpected Output: -3, 4"); Debug.Log("Cartesian to Polar - Output: " + VectorLibrary.convertToPolar(n).x + " " + VectorLibrary.convertToPolar(n).z + "\nExpected Output: 5 2.214 "); Debug.Log("Unit Direction Vector - Output: " + VectorLibrary.getUnitDirection(a, b) + "\nExpected Output: (0.6, 0.8, -0.2)"); Debug.Log("Magnitude of a 3D Vector - Output: " + VectorLibrary.getMagnitude(a) + "\nExpected Output: 3.7416"); Debug.Log("Scalar Multiple of a 3D Vector - Output: " + VectorLibrary.getScalarMultiple(a, scalarNum) + "\nExpected Output: 2,6,4"); Debug.Log("Vectors nearly equal with radius - Output: " + VectorLibrary.circleCollision(b1, b2, radius) + "\nExpected Output: False"); Debug.Log("3D zero Vector - Output: " + VectorLibrary.getScalarMultiple(a, scalarNum) + "\nExpected Output: (2,6,4)"); Debug.Log("A point is on a Line - Output: " + VectorLibrary.isPointOnLine(point, start, end) + "\nExpected Output: True"); }
void Update() { if (isTargetPositionReached(this.transform.position, waypoints[waypointID].position) && !isRotating) { isRotating = true; } // Get new CenterPoint for each update centerPoint = waypoints[waypointID].position; if (isRotating) { centerPoint = waypoints[waypointID].position; // Transpose the ball to world cooridnate center pos = VectorLibrary.subVectors(this.transform.position, centerPoint); //float yof = this.transform.position.y; // Convert to Polar Coordinates Vector3 polarcoord = VectorLibrary.convertToPolar(pos); float radius = polarcoord.x; float theta = polarcoord.z; // Creating a angle for 1 turn angle += speed * angularSpeed * Time.deltaTime; // Adding the same speed to obejcts angle theta += speed * angularSpeed * Time.deltaTime; // Check if 1 Turn has been reached if (angle >= 360f * Mathf.Deg2Rad) { isRotating = false; waypointID++; // If last waypoint reached reset to first if (waypointID >= waypoints.Length) { waypointID = 0; } angle = 0; } //Converting back to cartesian Coordinates and also resetting y position Vector3 cartesiancoord = VectorLibrary.convertToCartesian(centerRadius, theta); // Using a Fixed radius, so distance from ball to waypoint is always the same // Tranposing it back to its original position pos = VectorLibrary.addVectors(cartesiancoord, centerPoint); //pos.y = yof; // Assigning p_old = p_new this.transform.position = pos; } else { // v = d * s (d is direction and s speed) Vector3 direction = VectorLibrary.getUnitDirection(this.transform.position, waypoints[waypointID].position); Vector3 velocity = VectorLibrary.getScalarMultiple(direction, speed); // p = p_old + vel * deltaT Vector3 velTimesdeltaT = VectorLibrary.getScalarMultiple(velocity, Time.deltaTime); this.transform.position = VectorLibrary.addVectors(this.transform.position, velTimesdeltaT); } }