// Use this for initialization void Start() { beatingHeartParameters = BeatingScriptObject.GetComponent<beatingHeart>(); perisacColliderHolder = GameObject.Find("Perisac_collider_holder"); sphCollider = perisacColliderHolder.GetComponent<SphereCollider>(); //sphCollider = GetComponent<SphereCollider>(); initialSphereColliderRadius = sphCollider.radius; }
void Start() { StiffnessCoeffecient = 0.0f; DampringCoeffecient = 0.0f; DisplacementStepSize = 0.001f; HeartAmplitudeRate = 0.0f; maxperupdate_count = 0; minperupdate_count = 0; set_heartrate = false; maxheartper = 0; minheartper = 0; firsttimecollision = true; dampingforce = true; other_parameters = BeatingScriptObject.GetComponent<beatingHeart>(); heartper = other_parameters.per; GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation; freeFormDeformation = BeatingScriptObject.GetComponent<ffd>(); startx = transform.position.x; starty = transform.position.y; startz = transform.position.z; /* Debug.Log("Unity Starting coordinates"); position.Set((float)startx,(float)starty,(float)startz); Debug.Log(position); */ running = init(); if(running == 0) Debug.Log("Device Initialized"); hapticoriginx = getX(); hapticoriginy = getY(); hapticoriginz = getZ(); /* Debug.Log("Haptic Starting coordinates"); hapticorigin.Set((float)hapticoriginx,(float)hapticoriginy,(float)hapticoriginz); Debug.Log(hapticorigin); */ position.Set((float)hapticoriginx,(float)hapticoriginy,(float)hapticoriginz); GetComponent<Rigidbody>().MovePosition(position); getTransform(tr); initialquaternion = matrixToQuaternion(tr); initialangles = FromQ2 (initialquaternion); //rigidbody.MoveRotation( Quaternion.Euler((float)initialangles.y,(float)initialangles.x,(float)initialangles.z)); //rigidbody.MoveRotation(initialquaternion); initialanglex = transform.eulerAngles.x; initialangley = transform.eulerAngles.y; initialanglez = transform.eulerAngles.z; Debug.Log("Euler Angles: " +initialanglex +" " +initialangley +" " +initialanglez); scaleanglex = initialangles.x - initialanglex; if(scaleanglex<0) scaleanglex = scaleanglex + 360; scaleangley = initialangles.y - initialangley; if(scaleangley<0) scaleangley = scaleangley + 360; scaleanglez = initialangles.z - initialanglez; if(scaleanglez<0) scaleanglez = scaleanglez + 360; Debug.Log("Initial Angles From Quat: " +initialangles.x +" " +initialangles.y +" " +initialangles.z); }