accel2D.x= planeXAxis *projection; accel2D.y= planeYAxis *projection;constfloatxSensitivity =2.8f;constfloatySensitivity =2.8f;//yay magic numbers!constfloattiltAmplifier =8;//w0ot more magic numbers//now apply it to our player's velocity data.//we also rotate the 2D vector by 90 degrees...
Applies a rotation of eulerAngles.z degrees around the z-axis, eulerAngles.x degrees around the x-axis, and eulerAngles.y degrees around the y-axis (in that order). Rotate takes a Vector3 argument as an Euler angle. The second argument is the rotation axes, which can be set to local a...
//Rotate thet transform of the game object this is attached to by 45 degrees, taking into account the time elapsed since last frame.transform.Rotate (new Vector3 (0, 0, 45) * Time.deltaTime);将该游戏对象拖拽至项目视图(Project)的Prefabs文件夹下存为预设体,在层级视图复制出11个宝石对象。
constfloattiltAmplifier =8;//w0ot more magic numbers//now apply it to our player's velocity data.//we also rotate the 2D vector by 90 degrees by switching the components and negating one//since we are in a landscape orientation.vx += (-accel2D.y) * tiltAmplifier *xSensitivity; vy-=...
unity四元数控制物体的旋转,与Rotate的比较,wasd键控制场景前后左右,按下鼠标中键控制场景上下,滑动滚轮控制场景上下,缩放,鼠标左键控制相机视野的上下左右,程序员大本营,技术文章内容聚合第一站。
You can use the Quaternion.operator * to rotate one rotation by another, or to rotate a vector by a rotation.Note that Unity expects Quaternions to be normalized. Static Properties identity The identity rotation (Read Only). Properties eulerAngles Returns or sets the euler angle representation of...
JavaScript => Rotate(eulerAngles: Vector3, relativeTo: Space = Space.Self): void; C# => void Rotate(Vector3 eulerAngles, Space relativeTo = …
//矩阵乘法Matrix4x4 a = Matrix4x4.Translate(new Vector3(1, 2, 3)); Matrix4x4 b = Matrix4x4.Rotate(Quaternion.Euler(0, 45, 0)); Matrix4x4 c = a * b; //矩阵逆矩阵Matrix4x4 inverseMatrix = c.inverse; // 矩阵转置矩阵 Matrix4x4 transposeMatrix = c.transpose; ...
Transform.Rotate方法是最基本的旋转方法,它可以将对象绕其自身的某个轴旋转一定的角度。其语法如下: publicvoidRotate(Vector3eulerAngles,SpacerelativeTo=Space.Self); 其中,eulerAngles是欧拉角,表示旋转的角度;relativeTo是旋转的坐标系,可选的值有Space.Self和Space.World。
transform.Rotate(Vector3.up*Time.deltaTime,Space.World); } functionRotate (xAngle :float, yAngle :float, zAngle :float, relativeTo :Space=Space.Self) :void Description Applies a rotation ofzAngledegrees around the z axis,xAngledegrees around the x axis, andyAngledegrees around the y axis ...