Rotate Towards#
Math / Rotate Towards
Can Read
Cannot Write
Description#
Turns a rotation towards another one without ever overshooting it
Parameters#
| Name | Description |
|---|---|
| Current | The rotation the movement starts from |
| Target | The rotation the movement is heading to |
| Max Degrees | The largest change in degrees allowed in a single step |
Code#
using System;
using UnityEngine;
using VisualScript.Icons;
namespace VisualScript.Runtime
{
[Get]
[Title("Rotate Towards")]
[Category("Math/Rotate Towards")]
[Description("Turns a rotation towards another one without ever overshooting it")]
[Image(typeof(IconRotation), ColorTheme.Type.Yellow, typeof(BadgeSpeed))]
[Parameter("Current", "The rotation the movement starts from")]
[Parameter("Target", "The rotation the movement is heading to")]
[Parameter("Max Degrees", "The largest change in degrees allowed in a single step")]
[Keywords("Quaternion", "Approach", "Step", "Towards", "Turn", "Clamp")]
[Serializable]
public class TypeQuaternionMathRotateTowards : TypeQuaternion
{
[SerializeField] private GetQuaternion m_Current = new GetQuaternion();
[SerializeField] private GetQuaternion m_Target = new GetQuaternion();
[SerializeField] private GetNumber m_MaxDegrees = new GetNumber(1f);
public override Quaternion GetPreview(GameObject source) => Quaternion.RotateTowards(
this.m_Current.GetPreview(source),
this.m_Target.GetPreview(source),
(float) this.m_MaxDegrees.GetPreview(source)
);
public override Quaternion Get(Args args)
{
return Quaternion.RotateTowards(
this.m_Current.Get(args),
this.m_Target.Get(args),
this.m_MaxDegrees.GetFloat(args)
);
}
public override string ToString()
{
return $"{this.m_Current} towards {this.m_Target}";
}
protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
}
}