30f, 0f); // 调用转换函数 Quaternion quaternion = Vector3ToQuaternionConverter.ConvertVector3ToQuaternion(eulerAngles); // 将转换后的Quaternion赋值给transform的rotation transform.rotation = quaternion; // 打印转换后的Quaternion
总结:Quaternion * Vector3 表示在世界坐标系下,Vector3的任意旋转; In the quaternion world, multiplication is the way to apply the rotation to something 【在Quaternion下,相乘表示应用旋转】 Quaternion.Inverse(quaternion) returns the inverse rotation The vector will be rotated in the world space. The...
var rotation = orientation; float3 targetPosition = target.Tpos; var targetDir = targetPosition - translation.Value; //飞剑垂直向下面向中心点 quaternion temp1 = Quaternion.FromToRotation(Vector3.left, targetDir); orientation.Value = temp1; LocalToWorld tempEntityPos = GetComponent<LocalToWorld>(targ...
位置拿到了,接下来需要根据位置生成大量飞剑,并将飞剑转换为Entity,我们可以选择给飞剑的预制体添加Convert To Entity脚本的方法进行转换: 但点开Convert To Entity查看,发现它也是继承了MonoBehaviour,很明显它不会自己在编辑器中转换好,所以我们需要在运行的过程中将飞剑的预制体转换为Entity,代码如下: 1 2 3 4 5...
rotationvarcurrentRotation=Quaternion.Euler(0,currentRotationAngle,0);// Set the position of the camera on the x-z plane to:// distance meters behind the targettransform.position=target.position;transform.position-=currentRotation*Vector3.forward*distance;// Set the height of the cameratransform....
animator的setBool,setTrigger等函数都有两种参数形式,一个接收string,一个接收hash;其实Animator内部是使用hash来记录相应信息的,所以接收string类型的函数内部会帮你调用StringToHash这个函数;所以如果要经常调用setTrigger等,请把参数名称hash化保持以便反复使用,从而提高性能。
1 transform.rotation transform.rotation和Inspector面板上的rotation不同, 获取的是一个四元数(Quaternion)。它的值可由Inspector面板上的欧拉角rotation转换而来的。 小实验: //EulerRote是个Vector3,它的值等同于旋转物体Inspector面板上的rotation的值 //TargetObject是旋转物体的transform ...
transform.localPosition=Vector3.Lerp(t.localPosition,newP,easeOutLerpTime/LERP_DURATION);transform.localRotation=Quaternion.Lerp(t.localRotation,newR,easeOutLerpTime/LERP_DURATION); Dance问题 Dance展示时,经常出现开场白没说完(最后几个字被吞了),然后直接尬舞。
Vector3 unityPosition = ConversionHelper.MathConverter.Convert(pos); unityPosition -= this.center; this.transform.position = unityPosition; // end// 旋转 BEPUutilities.Quaternion rot = this.phyEntity.orientation; Quaternion r = ConversionHelper.MathConverter.Convert(rot); this.transform.rotation = ...
{//To get the current mouse positionmousePosition=Input.mousePosition;//Convert the mousePosition according to World positiontargetPosition=Camera.main.ScreenToWorldPoint(newVector3(mousePosition.x,mousePosition.y,distance));//Set the position of targetObjecttargetObject.position=targetPosition;//Debug.Log...