By now I figured out the fact that I must be extremely stupid.
A number of masses.
(blop blop blop) - kind of the sound the masses make when they’re imagined.
These masses are instantiated and scattered.
That is, they just also happen to have random positions.
That means that I can never know how they will instantiate.
What I want to do:
Imagine mass 1.
Considering Gravitation , I have the amount of force calculated, and thus Omega (Radians per second).
I consider gravitation from all masses, that is, mass 1 is affected by 2,3,4,5 etc, and vise versa for ALL THE REST.
(After like 6 masses the game is already CPU heavy, because the complexity rises like a boss for every mass)
Now , If I want, for simplicity, just imagine two masses.
Random Rotation and position.
I want to use RotateAround, to Rotate Mass 1 around Mass 2, and vice versa, depending on their also random masses , thus different exertions of force.
Now, the thing is, I can’t tell how the rotation will be.
So it gets harder to use RotateAround.
I can’t use Slerp for gravitation, it looks really FALSE.
Also, I can’t define from and to, as that is always on the GO.
How can I mathematically define a general axis for rotation?!
I don’t want to go the easy way and just give them all equal rotation, or make them all lie on a common plane.
I want it to be realistic, and I am ready to take every measure, BUT I can’t simply comprehend it!
Like if the masses have a rotation of Mass1.transform.rotation , and Mass2.transform.rotation etc, how can I somehow manipulate that, to give a realistic axis of rotation for gravity?
HELP, it is a matter of stupidity or death!