# First define the corner orientations as Euler angles # 定义四个顶角处机器人的方向角度(Euler angles:http://zh.wikipedia.org/wiki/%E6%AC%A7%E6%8B%89%E8%A7%92) euler_angles = (pi/2, pi, 3*pi/2, 0) # Then convert the ang
// Creates an identity quaternion (no rotation) quat MyQuaternion; // Direct specification of the 4 components // You almost never use this directly MyQuaternion = quat(w,x,y,z); // Conversion from Euler angles (in radians) to Quaternion vec3 EulerAngles(90, 45, 0); MyQuaternion = qu...
privatevoidtestSetQuaternionBasedOnMatrix3withQuat(Quaternionqref){//Quaternion to rotation matrix is numerically robust, use for the correct answer;RotationMatrixmTest=newRotationMatrix();qref.normalize();mTest.set(qref);Quaternionqtest=newQuaternion();// switch("apache"){// case "vecmath":// qt...
IEnumerator SmoothToStartPos() { isReadyWalk = false; yield return new WaitForSeconds(3); camera_eye.transform.DOMove(character.transform.position + new Vector3(0, height, 0), 3); Quaternion tempQua = Quaternion.Euler(character.transform.localEulerAngles); camera_eye.transform.DORotateQuaternion(...
Quaternion.Enler()可以把一个欧拉角变换成四元数 旋转: cube.eulerAngles=new Vector3(45,45,45); cube.rotation=Quaternion.Euler(new Vector3(45,45,45,)); Quaternion.LookRotation() 示例: Vector3 dir=enemy.position-player.position; (如果不希望有高度差的话要dir.y=0;) player.rotation=Quaternion....
double normedDist = calcNormalizedDist(fromLat, fromLon, toLat, toLon); return R * 2 * asin(sqrt(normedDist)); } 代码示例来源:origin: libgdx/libgdx /** Get the pitch euler angle in radians, which is the rotation around the x axis. Requires that this quaternion is normalized. * @retu...
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State.set(initialYaw); rotationFrozenOffset.rotZ(initialYaw); yoRootJointFrameQuaternion.setToZero(); yoRootJointFrameOrientation.setToZero(); yoRootJointFrameQuaternion.get(rotationFromRootJointFrameToWorld); rootJoint.setRotation(rotationFromRootJointFrameToWorld); // Set the rootJoint twist to zero....
Transform.{rotation,localRotation} is an angle (they are the components of a quaternion) and none of the angles of Transform.{eulerAngles,localEulerAngles} should be set individually or incremented! Regarding Play Mode: While Play Mode is a very useful way of debugging your app, it is not ...
Euler(0, 1, 0); //可使物体沿自身坐标Y轴旋转 this.transform.Rotate(Vector3 eulerAngles) //内部就是使用四元数相乘实现 12 它的缺点是:难以使用,不直观,不建议单独修改某个数值。 # 常用接口 四元数常用于角度旋转,它的API有: Quaternion.LookRotation Quaternion.Euler Quaternion.Lerp Quaternion.FromTo...