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针旋转 如果叉积为正,说明目标体在...
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)...
//围绕世界坐标原点,每秒20度物体自旋 transform.RotateAround (Vector3.zero, Vector3.up,20* Time.deltaTime); 1 2 Transfrom.Rotate //沿着x轴每秒1度慢慢的旋转物体 transform.Rotate(Vector3.right * Time.deltaTime);//相对于世界坐标沿着y轴每秒1度慢慢的旋转物体 transform.Rotate(Vector3.up * Time....
问无法获取Vector3.在unity中使用transform.Rotate的权限ENusing UnityEngine;using System.Collections;publi...
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)...
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 ...
public class ExampleClass :MonoBehaviour{ void Update() { // Rotate the object around its local X axis at 1 degree per second transform.Rotate(Vector3.right, Time.deltaTime); // ...also rotate around the World's Y axis transform.Rotate(Vector3.up, Time.deltaTime, Space.World); } }...
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。
void Update() { // Determine which direction to rotate towards Vector3 targetDirection = target.position - transform.position; // The step size is equal to speed times frame time. float singleStep = speed * Time.deltaTime; // Rotate the forward vector towards the target direction by one st...
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...