The Quaternion functions that youuse99%ofthetimeare: Quaternion.LookRotation, Quaternion.Angle, Quaternion.Euler, Quaternion.Slerp, Quaternion.FromToRotation,andQuaternion.identity.您绝大多数时间使用的四元数函数为: Quaternion.LookRotation、Quaternion.Angle、Quaternion.Euler、Quaternion.Slerp、Quaternion.FromToR...
if(photoCaptureFrame.hasLocationData) { photoCaptureFrame.TryGetCameraToWorldMatrix(outMatrix4x4 cameraToWorldMatrix); Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2); Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatr...
故Quaternion.LookRotation(Target.position-Enemy.position)。
Quaternion.LookRotation : 将z轴对准一个方向 transform.rotation=Quaternion.LookRotation(targettrasn.position - transform.position); 四元数不能相加,相乘表示两个四元数组合旋转,下面 qt1=qt2: Quaternion qt1 = Quaternion.Euler(0, 20, 0) * Quaternion.Euler(0, 30, 0); Quaternion qt2 = Quaternion....
if(photoCaptureFrame.hasLocationData) { photoCaptureFrame.TryGetCameraToWorldMatrix(outMatrix4x4 cameraToWorldMatrix); Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2); Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatr...
(i*Mathf.PI/2)*xzLen;bakeLight.transform.rotation=Quaternion.LookRotation(rot.normalized,Vector3.up);Lightmapping.Bake();if((uint)bakeRenderer.lightmapIndex>LightmapSettings.lightmaps.Length){//throw new System.Exception("bakeRenderer lightmap index error");info="bakeRenderer lightmap index ...
前篇链接:Unity之C#学习笔记(4):Unity中旋转的表示——四元数 Quaternion(上)在上节中,我们学习了代表无旋转的静态量Quaternion.identity和将欧拉角转换为四元数的方法Quaternion.Euler,它们在初始化中很常用。在这节,我们讲解另外两个方法Quaternion.LookRotation和Quaternion.Slerp,它们能为你实现实时追踪目标的 ...
transform.rotation = Quaternion.LookRotation(dir); } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Vector3.ProjectOnPlane public static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal) 1. 获得将 vector 投影到与 planeNormal 相垂直的平面后的向量,planeNormal 不需要是 normalize 的向量,函数...
Unity3D游戏开发需要学的东西有很多,下面要给大家介绍的是注视旋转(Quaternion.LookRotation)的实现方法,一起来看看吧。 编写怪物位置看到目标点,正确写法是Quaternion.lookRotation(Target.positon-Enemy.position) (Unity3D的坐标,相对这张图片X是横轴,Z是竖轴,下面暂时忽略Y轴) ...
(AvatarIKGoal.RightFoot,Quaternion.LookRotation(transform.forward,Vector3.up));animator.SetIKHintPositionWeight(AvatarIKHint.RightKnee,1);animator.SetIKHintPosition(AvatarIKHint.RightKnee,IKBall_1.position+transform.up*(IKMove_1.y+kneeMove)+transform.forward*IKMove_1.z+transform.right*IKMove_1.x)...