voidUpdate(){transform.Rotate(newVector3(0,0,0.2f),Space.Self);} 它代表了每帧绕着该物体的Z轴,正向旋转0.2度。 3️⃣ Rotate函数,在Space.World中旋转 该函数让物体绕着世界坐标轴旋转。 比如: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 voidUpdate(){transform.Rotate(newVector3(0,0,...
DOMove(Vector2 to, float duration, bool snapping) DOMoveX/DOMoveY(float to, float duration, bool snapping) DOJump(Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping) Rotate DORotate(float toAngle, float duration) SpriteRenderer DOColor(Color to, float duration)...
public class ExampleScript :MonoBehaviour{ public float xAngle, yAngle, zAngle; privateGameObjectcube1, cube2; void Awake() { cube1 =GameObject.CreatePrimitive(PrimitiveType.Cube); cube1.transform.position = newVector3(0.75f, 0.0f, 0.0f); cube1.transform.Rotate(90.0f, 0.0f, 0.0f,Space.Self...
1//基于当前角速度一帧内最大的旋转角度2if(angle < Palstance *Time.deltaTime)3{4RotationObj.transform.forward =offset;5return;6}78varcross =Vector3.Cross(RotationObj.transform.forward, offset).y;9if(cross >0)10{11//右12if(Palstance <0)13{14Palstance = -Palstance;15}16}17elseif(cros...
private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; //private Vector3 m_OriginalCameraPosition; private float m_StepCycle; ...
void Rotate (Vector3 eulerAngles ,Space relativeTo = Space.Self); 第一个參数是转移的角度,是角度制的,不是弧度制的。另外为什么是一个Vector3的变量呢?由于通过这个变量能够指定环绕哪个轴进行旋转。第二个參数是用来指定相对于自身旋转还是相对于世界坐标旋转。
练习分三次对x,y,z轴进行旋转:box.transform.localRotation *= Euler(new Vector3(50,0,0)); 这其实就是transform带的Rotate方法中的实现,不过这只 本地坐标旋转 Quaternion.eulerAngles 来一下完成三次旋转 练习用三个四元数相乘,得到完成旋转后物体的rotation四元数 ...
public static float StraightPointSqrMinDistanceByDir(Vector2 x0, Vector2 u, Vector2 x) { float t = Vector2.Dot(x - x0, u); return (x - (x0 + Mathf.Abs(t) * u)).sqrMagnitude; } 1. 2. 3. 4. 5. 6. 7. 8. 9.
Vector3 right = Vector3.right; float dot = Vector3.Dot(up, right); Debug.Log("点积结果:" + dot); float rad = Mathf.Acos(dot); Debug.Log("反余弦函数获取到的弧度值:" + rad); float angle = Mathf.Rad2Deg * rad; Debug.Log("弧度值转换后的角度值:" + angle); ...
void Rotate(Vector3 eulerAngles, Space relativeTo = Space.Self) 应用一个欧拉角绕x,y,z轴旋转(根据x,y,z的顺序) void RotateAround(Vector3 point, Vector3 axis, float angle) 按照angle°在世界坐标的point上旋转物体 void LookAt(Transform target, Vector3 worldUp = Vector3.up) 旋转物体使forward向量...