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Cubic planets with gravity and player rotation.
Hi, i've search a long time for find a working cubic planet script. All what i want is: the player rotate on the corner (not direct rotation, "smooth" rotation) i also want that the player can walk, look around (mouse look) and finally i want that there have a cutoff distance. Sorry for bad english, (google traduction...). This is a code but it don't work with player, there is a problem; it rotate oddly and the smooth rotation is a gross rotation... Six month of screeching please help my. Thank in advance Code:
using UnityEngine; using System.Collections;
public class GravityTest : MonoBehaviour { public float gravity = 100.0f; public float cutoffDistance = 10.0f; public Rigidbody planet; public Rigidbody player;
void Update () {
Ray ray = new Ray(transform.position, -transform.up);
RaycastHit hit;
Physics.Raycast(ray,out hit);
if(hit.normal != Vector3.zero){
transform.up = hit.normal;
}
}
private Vector3[] m_GravityDirections =
{
Vector3.up,
Vector3.down,
Vector3.left,
Vector3.right,
Vector3.forward,
Vector3.back
};
private float UniversalGravitation(Rigidbody a, Rigidbody b)
{
float distance = Vector3.Distance(a.transform.position, b.transform.position);
if (distance >= cutoffDistance)
return 0.0f;
return gravity * (a.mass * b.mass) / distance;
}
private Vector3 CubeGravityDirection(Rigidbody planet, Rigidbody other)
{
float bestDot = -1.0f;
Vector3 direction = Vector3.zero;
for (int index=0; index < m_GravityDirections.Length; index++)
{
Vector3 gravityDirection = planet.transform.TransformVector(m_GravityDirections[index]).normalized;
Vector3 directionToOther = (other.transform.position - planet.transform.position).normalized;
float dot = Vector3.Dot(gravityDirection, directionToOther);
if (dot > bestDot)
{
direction = gravityDirection;
bestDot = dot;
}
}
return direction;
}
private Vector3 CubeGravityForce(Rigidbody planet, Rigidbody other)
{
float gravity = UniversalGravitation(planet, other);
Vector3 direction = CubeGravityDirection(planet, other);
return gravity * direction * -1.0f;
}
public void FixedUpdate()
{
Vector3 gravityForce = CubeGravityForce(planet, player);
player.AddForce(gravityForce);
Vector3 up = CubeGravityDirection(planet, player);
player.transform.rotation = Quaternion.LookRotation(player.transform.forward, up);
}
}
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