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Question by Ben 4 · Apr 15, 2010 at 04:15 PM · rotationcollisioncollidermeshray

Reverse Rotation on mesh collision

I have a set of scripts that control a few elements of gameplay: One that sends a ray, and detects if it hit a 'node'. another that handles the rotations that gets called by the first

The first script:

//Get the RotationHandler Script and call function to execute on ray trigger var hit : RaycastHit;

function Update () {
var ray : Ray = Camera.main.ScreenPointToRay(Vector3((Screen.width / 2),(Screen.height / 2)));

 if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1)) {
     if (Physics.Raycast (ray, hit, 10)) {
         Debug.DrawLine (ray.origin, hit.point);
         print("ray sent");
         var otherObj : GameObject = hit.collider.gameObject;   

/////////////////FIST NODE SET BLOCK///////////////////////////////////////////////////////////////////////// //This look at the object with the miniNode Tag and then does shit to it. if (otherObj.tag == "miniNode") { print("ray hit the miniONENode Tag");

             //Find the EXTERNAL mini and main node object and assign them to local variables
                     var miniNode = GameObject.FindWithTag("miniNode");
                     var mainNode = GameObject.FindWithTag("mainNode");


             //Generate Glow



             //appy the LEFT rotation to miniNode & mainNode rotationHandler when left click is pressed
             if (Input.GetMouseButtonDown(0)){

                 miniNode.GetComponent(theRotator).RotateObject(miniNode.transform, Vector3.up*-90, .5);
                 mainNode.GetComponent(theRotator).RotateObject(mainNode.transform, Vector3.up*-90, .5);

             }



             //appy the RIGHT rotation to miniNode & mainNode rotationHandler when RIGHT click is pressed
             if (Input.GetMouseButtonDown(1)){

                 miniNode.GetComponent(theRotator).RotateObject(miniNode.transform, Vector3.up*90, .5);
                 mainNode.GetComponent(theRotator).RotateObject(mainNode.transform, Vector3.up*90, .5);


             }

         }
             } //End of the Ray if statement
 }//End of the Mouse down (0,1) statement

}//End of the Update Function

Rotation Script:

private var rotating = false;

function RotateObject (thisTransform : Transform, degrees : Vector3, seconds : float) { if (rotating) return; rotating = true;

 rotateSound();

 var startRotation = thisTransform.rotation;
 var endRotation = thisTransform.rotation * Quaternion.Euler(degrees);
 var t = 0.0;
 var rate = 1.0/seconds;

 while (t < 1.0) {
     t += Time.deltaTime * rate;
     thisTransform.rotation = Quaternion.Slerp(startRotation, endRotation, Mathf.SmoothStep(0.0, 1.0, t));
     yield;
 }

 rotating = false;

}

Im really confused on how to implement a bumper script so that when a node's mesh hits another it will simply reverse the rotation and not allow for an overlap of the meshes.

Images of setup and overlap:

http://img406.imageshack.us/img406/4430/screenshot20100415at110.png

http://img686.imageshack.us/img686/8551/screenshot20100415at110u.png

http://img406.imageshack.us/img406/4430/screenshot20100415at110.png http://img686.imageshack.us/img686/8551/screenshot20100415at110u.png

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Answer by StephanK · Apr 16, 2010 at 08:23 AM

You could use trigger colliders around your nodes and if a rotating node hits a trigger rotate it back to its original rotation.

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