Unity internally uses Quaternions to represent all rotations.In most cases, you can use existing rotations from methods such as Transform.localRotation or Transform.rotation to construct new rotations. For example, use existing rotations to smoothly interpolate between two rotations. The most used ...
API对Quaternion的(部分)说明 QuaternionDescription描述Quaternions are usedtorepresent rotations.四元数用于表示旋转。They are compact, don'tsuffer from gimbal lockandcan easily be interpolated.它们结构紧凑,不受万向锁影响,可以轻松插值。Unity internally uses Quaternionstorepresentallrotations.Unity 内部使用四元...
Rotations in 3D applications are usually represented in one of two ways: Quaternions or Euler angles. Each has its own uses and drawbacks. Unity uses Quaternions internally, but shows values of the equivalent Euler angles in the Inspector to make it easy
Quaternionsare used to represent rotations. The advantages of relativeEuler angles: it can perform incremental rotation, avoid universal lock, and have two ways of expressing a given orientation that are mutually negative (Euler angles have countless ways of expression) ...
Unity 3D中欧拉角与四元数关系的研究
Description. Quaternions are used to represent rotations. They are compact, don't suffer from gimbal lock and can easily be interpolated. Unity internally
The distance between two vectors can be calculated with the Vector3.Distance() method, which returns a float : float distance = Vector3.Distance(vectorOne, vectorTwo); Quaternion Quaternions handle game object rotation. You can check or change the object's rotation using transform.rotation. Unit...
Unity internally uses Quaternions to represent all rotations. They are based on complex numbers and are not easy to understand intuitively. Common Quaternion functions are: Quaternion.LookRotation,Quaternion.Angle,Quaternion.Euler,Quaternion.Slerp,Quaternion.FromToRotationandQuaternion.identity. ...
// Ref: 'ortho_basis_pixar_r2' from http://marc-b-reynolds.github.io/quaternions/2016/07/06/Orthonormal.html real3x3 GetLocalFrame(real3 localZ) { real x = localZ.x; real y = localZ.y; real z = localZ.z; real sz = FastSign(z); ...
If you wish to move objects smoothly from one place to another, you'll find theSlerpmethod for quaternions and vector3s helpful. Slerp takes in three arguments - the current state, the final state, and the speed of change, and smoothly interpolates between them at the given speed. The syn...