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Question by NashEquilibrium · Aug 30, 2011 at 01:11 PM · rotationjavascripttransform

Finish a rotation with cube face up.

Hi there,

I have created an grid of cubes

alt text

And I have the following script that rotates individual cubes when the mouse is pressed down and dragged across:

 var rotationSpeed = 10.0;
 var lerpSpeed = 2.0;
 
 private var speed = new Vector3();
 private var avgSpeed = new Vector3();
 private var dragging = false;
 private var targetSpeedX = new Vector3();
 
 function OnMouseOver() 
 {
     dragging = true;
 }
 
 function OnMouseExit() 
 {
     dragging = false;
 }
 
 
 function Update () 
 {
 
     if (Input.GetMouseButton(0) && dragging) {
         speed = new Vector3(-Input.GetAxis ("Mouse X"), Input.GetAxis("Mouse Y"), 0);
         avgSpeed = Vector3.Lerp(avgSpeed,speed,Time.deltaTime * 5);
     } else {
         if (dragging) {
             speed = avgSpeed;
               dragging = false;
           
         }
         var i = Time.deltaTime * lerpSpeed;
         speed = Vector3.Lerp( speed, Vector3.zero, i);   
     }
 
   transform.Rotate(Vector3.forward, speed.x * rotationSpeed, Space.World);
 }


However, once the cubes have finished rotating the end up something like this:

alt text

So my question is, whats the best method to use, so that when the cube finishes rotating it returns to it's original position, i.e face up.

Thanks

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avatar image Eli-Davis · Aug 30, 2011 at 08:43 PM 0
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As in it like snapping to position? or it will continue to rotate till it is in it's original position

avatar image NashEquilibrium · Aug 31, 2011 at 09:34 AM 0
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Continue to rotate till it's in it's original position would be ideal.

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Answer by Malcolm · Aug 31, 2011 at 03:21 AM

You can set the Transform.rotation of each cube to Quaternion.identity. If you need to animate this you may need to use Quaternion.Lerp.

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avatar image NashEquilibrium · Aug 31, 2011 at 09:55 AM 0
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Do you have an example you could show? Thanks

avatar image Malcolm · Aug 31, 2011 at 05:29 PM 0
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void Update () { gameObject.transform.rotation = Quaternion.Lerp(gameObject.transform.rotation, Quaternion.identity, 12.0f * Time.deltaTime); }

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