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22 lines
955 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class JointExtensions{
public static Vector3 Angles(this ConfigurableJoint joint){
float to180(float v) {
if (v > 180) {
v = v - 360;
}
return v;
}
Quaternion jointBasis = Quaternion.LookRotation(joint.secondaryAxis, Vector3.Cross(joint.axis, joint.secondaryAxis));
Quaternion jointBasisInverse = Quaternion.Inverse(jointBasis);
Vector3 rotation;
if(joint.connectedBody != null) rotation = (jointBasisInverse * Quaternion.Inverse(joint.connectedBody.rotation) * joint.GetComponent<Rigidbody>().transform.rotation * jointBasis).eulerAngles;
else rotation = (jointBasisInverse * joint.GetComponent<Rigidbody>().transform.rotation * jointBasis).eulerAngles;
return new Vector3(to180(rotation.x), to180(rotation.z),to180(rotation.y));
}
}