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Question by Sylon87 · Sep 08, 2018 at 02:24 PM · script.math360-degreesswinging

a way to create a 360 degree swing

hi everyone, i have this script, what i want to do is to increase speed like russian 360 degree swing, the point is how do that... any advice? using UnityEngine; using System.Collections;

 public class Pendulum : MonoBehaviour {
     public float L = 9.81f;             /*Lenght of the rope*/
     public float g = 0.81f;             /*Gravity force*/
 
     public float theta0=(1/10)*Mathf.PI;/*Initial angle. Must be different from 0*/
     public float omega0=0;                /*Initial angular velocity*/
     public bool _________________;
 
     public float theta_k;                /*Theta value in step K*/
     public float omega_k;                /*Omega value in step K*/
     public float omega_k1;               /*Omega value in step K+1*/
     public float theta_k1;               /*Theta value in step K+1*/
     public Vector3 p, p0;
     Vector3 v;
 
     void Awake(){
         omega_k1 = omega0;
         theta_k1 = theta0;
         p0 = transform.position;
         p0.y += L;
     }
 
     void FixedUpdate(){
         EulerCromer ();
         PolarToCartesian ();
         RotateWithMotion (transform);
     }
 
     /*Implementation of the Euler-Cromer Method*/
     void EulerCromer(){
         omega_k = omega_k1;
         theta_k = theta_k1;
         omega_k1 = omega_k - (g/L) * theta_k * Time.deltaTime;
         theta_k1 = theta_k + omega_k1 * Time.deltaTime; 
     }
 
     /*Convert Polar coordinates to Cartesian coordinates*/
     void PolarToCartesian(){
         p.z = p0.z + L * Mathf.Sin (theta_k1);
         p.y = p0.y + -L * Mathf.Cos (theta_k1);
         p.x = p0.x;
         transform.position = p;
     }
 
     float radiansToDegrees(float radians){
         return radians * 180 / Mathf.PI;
     }
 
     /*Rotate the rope? and the transform with the motion of the pendulum*/
     void RotateWithMotion(Transform t){
         Vector3 rot = t.rotation.eulerAngles;
         rot.x = radiansToDegrees(-theta_k1);
         t.rotation = Quaternion.Euler (rot);
     }
 
 
 }
 
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