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TSTransform.cs
167 this.position += TSVector.Transform(translation, TSMatrix.CreateFromQuaternion(relativeTo.rotation));
363 transform.position = Vector3.Lerp(transform.position, position.ToVector(), Time.deltaTime * DELTA_TIME_FACTOR);
364 transform.rotation = Quaternion.Lerp(transform.rotation, rotation.ToQuaternion(), Time.deltaTime * DELTA_TIME_FACTOR);
365 transform.localScale = Vector3.Lerp(transform.localScale, scale.ToVector(), Time.deltaTime * DELTA_TIME_FACTOR);
368 transform.position = (position + rb.tsCollider.Body.TSLinearVelocity * Time.deltaTime * DELTA_TIME_FACTOR).ToVector();
369 transform.rotation = Quaternion.Lerp(transform.rotation, rotation.ToQuaternion(), Time.deltaTime * DELTA_TIME_FACTOR);
370 transform.localScale = Vector3.Lerp(transform.localScale, scale.ToVector(), Time.deltaTime * DELTA_TIME_FACTOR);
void Rotate(FP xAngle, FP yAngle, FP zAngle, Space relativeTo)
Rotates game object based on provided axis angles of rotation and a relative space.
Definition: TSTransform.cs:202
void Translate(FP x, FP y, FP z, Space relativeTo)
Moves game object based on provided axis values and a relative space.
Definition: TSTransform.cs:128
void Translate(TSVector translation)
Moves game object based on provided translation vector.
Definition: TSTransform.cs:144
void Rotate(TSVector axis, FP angle)
Rotates game object based on provided axis and angle of rotation.
Definition: TSTransform.cs:216
void Translate(FP x, FP y, FP z)
Moves game object based on provided axis values.
Definition: TSTransform.cs:119
void Translate(FP x, FP y, FP z, TSTransform relativeTo)
Moves game object based on provided axis values and a relative TSTransform.
Definition: TSTransform.cs:137
A deterministic version of Unity's Transform component for 3D physics.
Definition: TSTransform.cs:9
void Rotate(TSVector axis, FP angle, Space relativeTo)
Rotates game object based on provided axis, angle of rotation and relative space. ...
Definition: TSTransform.cs:225
TSVector ScaledCenter
Returns a version of collider's center scaled by parent's transform.
Definition: TSCollider.cs:80
void LookAt(TSTransform other)
Rotates game object to point forward vector to a target position.
Definition: TSTransform.cs:103
void Rotate(TSVector eulerAngles)
Rotates game object based on provided axis angles of rotation.
Definition: TSTransform.cs:209
void Rotate(FP xAngle, FP yAngle, FP zAngle)
Rotates game object based on provided axis angles of rotation.
Definition: TSTransform.cs:193
void Translate(TSVector translation, TSTransform relativeTo)
Moves game object based on provided translation vector and a relative TSTransform.
Definition: TSTransform.cs:166
void Initialize()
Initializes internal properties based on whether there is a TSCollider attached.
Definition: TSTransform.cs:314
void Translate(TSVector translation, Space relativeTo)
Moves game object based on provided translation vector and a relative space.
Definition: TSTransform.cs:153
void RotateAround(TSVector axis, FP angle)
Rotates game object based on provided axis and angle of rotation.
Definition: TSTransform.cs:186
void RotateAround(TSVector point, TSVector axis, FP angle)
Rotates game object based on provided axis, point and angle of rotation.
Definition: TSTransform.cs:173
bool IsBodyInitialized
Returns true if the body was already initialized.
Definition: TSCollider.cs:240
Definition: LayerCollisionMatrix.cs:3
void LookAt(TSVector target)
Rotates game object to point forward vector to a target position.
Definition: TSTransform.cs:112
void Rotate(TSVector eulerAngles, Space relativeTo)
Rotates game object based on provided axis angles and relative space.
Definition: TSTransform.cs:243
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