1.欧拉角旋转 public void Rotate(Vector3 eulers, [DefaultValue("Space.Self")] Space relativeTo); 就容易想到的就是transform.Rotate方法: 1 其中Palstance代表角速度。 但很快就会发现这个方法有2个很大的缺陷: ①需要利用cross值(叉积)来手动判断是绕旋转轴逆时针还是顺时
objSphere.transform.position = new Vector3(0,10,0); } if (GUILayout.Button (CubRotate)) { if(!isRotateCub) { isRotateCub = true; CubRotate="停止旋转方体"; }else { isRotateCub = false; CubRotate="开始旋转方体"; } } if (GUILayout.Button (SphereRotate)) { if(!isRotatreSphere)...
Rotates a vector current towards target. This function is similar to MoveTowards except that the vector is treated as a direction rather than a position. The current vector will be rotated round toward the target direction by an angle of maxRadiansDelta, although it will land exactly on the ...
DOJump(Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping) endValue:终点值 jumpPower:跳跃的力度 numJumps:跳跃的高度 duration:持续时间 snapping:如果为真,补间将顺利地将所有值捕捉到整数。 Rotate DORotate(Vector3 to, float duration, RotateMode mode) DOLookAt(Vector3 ...
这段代码就可以让当前的object时时盯着target不放,当然,你也可以自定义up朝向,这里默认是Vector3.up。 二、Angle 声明形式:public static float Angle ( Quaternion a, Quaternion b ) 这个就比较简单了,它可以计算两个旋转之间的夹角。与Vector3.Angle()作用是一样的。
transform.Rotate(Vector3.up * Time.deltaTime, Space.World); 1 2 3 4 Transfrom.LookAt 当该物体设置了LookAt并指定了目标物体时,该物体的z轴将始终指向目标物体,在设置了worldUp轴向时,该物体在更接近指定的轴向时旋转便的灵活,注意worldUp指的是世界空间,不论你物体在什么位置,只要接近指定的轴方向,旋转...
Vector3RotatePoint(floatx,floatz,floatangle,Vector3point) { // Translate point back to origin; Vector3 temp = new Vector3(point.x -= x, point.y, point.z -= z); // Roate the point float xNew = Mathf.Cos(angle * Mathf.Deg2Rad) * (point.x) - Mathf.Sin(angle * Mathf.Deg2Rad)...
public voidRotate(Vector3axis, floatangle); Parameters ParameterDescription axisThe axis to apply rotation to. angleThe degrees of rotation to apply. Description Rotates the object around the given axis by the number of degrees defined by the given angle. ...
Shader "Unity Shaders/Matrix Rotate Shader" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1) _RV ("Rotate Vector" , Vector) = (1, 0, 0, 0) } SubShader { Pass { Tags {"LightMode" = "ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Li...
Vector3initialPos;//初始位置(诞生点)boolforward;//是否往前走publicfloatspeed;//平移速度voidTranslationFun()//平移方法{if(forward)//如果确定往前走{transform.Translate(0,0,Time.deltaTime*speed);//前进if(Mathf.Abs(transform.position.z-initialPos.z)>=20)//前进超过20mforward=!forward;//变为后退...