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Question by sajoga · Nov 05, 2015 at 12:31 PM · unity 5rotation

Rotating objects around other without rotating itself

Hi,

I'm having a death battle trying to rotate elements around another without rotating itself.

In a hex board, I'm trying to rotate the elements in the radius of an hex. I can do that with the transform.RotateAround() function, but I want to keep the local rotation of the radius object, so they don't flip.

This is what I have now:

     void Update() {
     
             if (pivot != null && selected != null) {
                 Debug.DrawLine((Vector2)Camera.main.ScreenToWorldPoint(Input.mousePosition), pivot.transform.position);
 
 float pivotMouse = AngleBetweenTwoPoints((Vector2)Camera.main.ScreenToWorldPoint(Input.mousePosition), pivot.transform.position);
                 float pivotSelected = AngleBetweenTwoPoints(selected.transform.position, pivot.transform.position);
                 float difference = pivotMouse - pivotSelected;
 
 Debug.Log ("Angle between pivot and mouse: " + pivotMouse);
                 Debug.Log ("Angle between pivot and selected: " + pivotSelected);
                 Debug.Log ("Diference: " + difference);
 
 for (int i = 0; i < radius.Count; i++) {
     // This is the standard rotate around function, and goes perfectly, but as I said on the question, I don't want to change the local rotation of the object, just move around the pivot square
     radius[i].transform.RotateAround(pivot.transform.position, Vector3.forward, difference);
                 }
             }
         }

Thanks everyone for your help!!

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avatar image toromano · Nov 05, 2015 at 06:46 PM 0
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Not a fancy way to do it but, you can simply get the rotation before RotateAround and set to the same rotation after RotateAround.

 Quaternion rot = radius[i].rotation ;
      radius[i].transform.RotateAround(pivot.transform.position, Vector3.forward, difference);
 radius[i].rotation = rot;

Hope that helps.

avatar image sajoga toromano · Nov 10, 2015 at 01:05 PM 0
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I know what you mean, the problem is that I don't want to modify their local rotation while they are rotating around the center.

The rotation around the center is not inmediate.

avatar image toromano sajoga · Nov 10, 2015 at 01:51 PM 1
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Ok. What i suggested is actually doing what you asked for. $$anonymous$$eeps the local rotation unchanged, just rotating (translating) around the pivot . Here is another way to do it:

 for (int i = 0; i < radius.Count; i++)
 {
     Vector3 pivotToRadius = radius[i].transform.position - pivot.transform.position;
     radius[i].transform.position = pivot.transform.position + pivotToRadius * Quaternion.AngleAxis(difference * speed$$anonymous$$ultiplier, Vector3.forward); // speed$$anonymous$$ultiplier will smooth the rotation
 }

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Answer by sajoga · Nov 10, 2015 at 02:43 PM

I just replied you and found the solution, but thanks anyway!

 for (int i = 0; i < radiusGems.Count; i++) {
 //radiusGems[i].transform.RotateAround(pivotSquare.transform.position, Vector3.forward, angle);
 radiusGems[i].transform.position = RotatePointAroundPivot(radiusGems[i].transform.position,
                                                                           pivotSquare.transform.position,
                                                                           Quaternion.Euler(0, 0, angle));
             }
 
 ....
 
 
 public static Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Quaternion angle) {
         return angle * ( point - pivot) + pivot;
     }
 

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avatar image Botcho · Jul 12, 2018 at 05:27 AM 0
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Have you considered constantly refreshing the Quaternion.identity of the object?

 //Rotate individual gem
 radiusGems[i].transform.RotateAround(Vector3 point, Vector3.pivot, Quaternion angle);
 //Constantly reset radiusGem[i]'s angle to 0,0,0
 radiusGems[i].transform.rotation = Quaternion.identity;


Not sure how efficient it is to constantly reset the rotation.

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