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Question by Styxxx · Jun 26, 2013 at 06:34 PM · rotationangularvelocityvector math

Predict Vector after AngularVelocity applies

I just know this should be straightforward, but I cant find what I need in the objects.

Given a rigidbody which is rotating on the spot. I can get it's angular velocity and its current transform.forward easily enough, but I want a function that will let me rotate transform.forward by (angularvelocity x t) so I can predict what the objects forward vector will be assuming that the same angularvelocity continues to apply for the next t seconds. and, importantly, I want to do it WITHOUT actually rotating the transform. So transform.rotate is out. I want to predict it, not change it.

(Ignore angular drag for the moment, I just want a simplest case.)

I think I'm just missing the right Vector3 function or something but I get confused because angularvelocity is a vector not a quaternion.

Any help is appreciated

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Answer by robertbu · Jun 26, 2013 at 06:44 PM

This is untested but should work:

    var v3NewForward = Quaternion.Euler(rigidbody.velocity * t) * transform.forward;

't' is the time in seconds.

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avatar image Styxxx · Jun 26, 2013 at 08:13 PM 0
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Perfect thankyou. I knew it would be something simple, but I didn't realise you could multiply a quaternion and a vector with a simple * operator.

avatar image Styxxx · Jun 26, 2013 at 08:15 PM 2
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Also, in case anyone else comes across this. It's worth bearing in $$anonymous$$d that rigidbody.angularvelocity is in radians but rigidbody.addtorque and quaternion.euler take their parameters in degrees!

avatar image robertbu · Jun 26, 2013 at 08:30 PM 0
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Radians. It would be nice for the script reference to mention this.

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