using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RotationController : MonoBehaviour
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{
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#region Read-Only Fields
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public float RotationPeriod => m_RotationPeriod;
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public Vector3 Position => transform.position;
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public Vector3 RotationAxis => m_RotationAxis;
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public float CorrelusStrength => m_correlusStrength;
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#endregion Read-Only Fields
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[SerializeField]
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private float m_RotationPeriod;
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[SerializeField]
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private Vector3 m_RotationAxis = Vector3.forward;
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[SerializeField]
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private float m_correlusStrength = 100;
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[SerializeField]
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private Material m_Skybox;
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[SerializeField]
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private float m_SkyboxRotationMultiplier = 1;
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public Vector3 getDownDirection(Vector3 objectPosition, bool normalized = true)
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{
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if (normalized)
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return Vector3.ProjectOnPlane((objectPosition - transform.position), m_RotationAxis).normalized;
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else
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return Vector3.ProjectOnPlane((objectPosition - transform.position), m_RotationAxis);
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}
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public Vector3 getPerpendicularDirection(Vector3 objectPosition)
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{
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return Vector3.Cross(RotationAxis, getDownDirection(objectPosition)).normalized;
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}
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public Quaternion getUpRotation(Vector3 objectPosition)
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{
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return Quaternion.FromToRotation(Vector3.up, -getDownDirection(objectPosition));
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}
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private void Start()
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{
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if (m_Skybox == null)
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m_Skybox = RenderSettings.skybox;
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}
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private void Update()
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{
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if (m_Skybox != null)
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{
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m_Skybox.SetVector("_RotationAxis", m_RotationAxis);
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m_Skybox.SetFloat("_Rotation", (Time.time * m_SkyboxRotationMultiplier * m_RotationPeriod) % 360);
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}
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}
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}
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