using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// Rotates the object along its axes consistently. /// Because its using local axes, it affects the angle of other axes going forward, resulting in wild /// but possibly desired behavior if multiple axes are rotating at once. /// Used in the ZED Dark Room example scene to rotate lights. /// /// This is an exact copy of RotateOnAxes from the Dark Room sample, created so that the /// Mixed Reality Calibration scene doesn't depend on the user importing the Dark Room sample. /// public class RotateOnAxes_MRCalib : MonoBehaviour { /// /// How far it spins on the X axis (pitch) per frame. /// [Tooltip("How far it spins on the X axis (pitch) per frame. ")] public float xRevolutionsPerSecond = 0; /// /// How far it spins on the Y axis (yaw) per frame. /// [Tooltip("How far it spins on the Y axis (yaw) per frame. ")] public float yRevolutionsPerSecond = 0.25f; /// /// How far it spins on the Z axis (roll) per frame. /// [Tooltip("How far it spins on the Z axis (roll) per frame. ")] public float zRevolutionsPerSecond = 0; // Update is called once per frame void Update() { //Rotate on the axes. Note that the order this occurs is important as each rotation changes transform.localRotation. transform.Rotate(transform.localRotation * Vector3.right, xRevolutionsPerSecond * 360 * Time.deltaTime); //Pitch transform.Rotate(transform.localRotation * Vector3.up, yRevolutionsPerSecond * 360 * Time.deltaTime); //Yaw transform.Rotate(transform.localRotation * Vector3.forward, zRevolutionsPerSecond * 360 * Time.deltaTime); //Roll } }