总结:Quaternion * Vector3 表示在世界坐标系下,Vector3的任意旋转; In the quaternion world, multiplication is the way to apply the rotation to something 【在Quaternion下,相乘表示应用旋转】 Quaternion.Inverse(quaternion) returns the inv
DOJump(Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping) DOLocalJump(Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping) Rotate DORotate(Vector3 to, float duration, RotateMode mode) DORotateQuaternion(Quaternion to, float duration) DO...
If a negative value is used for maxRadiansDelta, the vector will rotate away from target/ until it is pointing in exactly the opposite direction, then stops.See Also: Quaternion.RotateTowards. using UnityEngine;// To use this script, attach it to the GameObject that you would like to ...
transform.localRotation= Quaternion.Euler(newVector3(x, y, z)); transform.Rotate( )旋转的顺序是:Z,X,Y public voidRotate(Vector3eulerAngles,SpacerelativeTo= Space.Self); transform.Rotate(Vector3.right * s * Time.deltaTime);//绕自身x轴旋转,每秒s度 ... unity旋转 5-12 localRotation简单就...
transform.Rotate(rotation); } } 以上代码演示了Unity3D中向量的基本计算和旋转操作。通过使用Vector3类和Quaternion类的方法,可以轻松地进行向量的加法、减法、标量乘法、标量除法、点积、叉积和旋转等操作。 总结: Unity3D是一款强大的游戏开发引擎,提供了丰富的向量计算和旋转操作功能。通过使用Vector3类和Quaternion...
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. ...
(Vector3 translation) { Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; x += rotatedTranslation.x; y += rotatedTranslation.y; z += rotatedTranslation.z; } public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) { yaw = ...
voidUpdate(){transform.Rotate(newVector3(0,0,0.2f),Space.World);} 它代表了每帧绕着世界坐标的Z轴,正向旋转0.2度。 🟧 旋转的正方向 Unity中局部坐标系和世界坐标系都是左手坐标系, 所以这里旋转的正方向可由左手法则判定。 🟨 静态欧拉角和动态欧拉角 ...
this.transform.rotation = quaternion; moveCameraByKey(cameraMoveSpeed); } this.trans_z = (Input.GetAxis("Mouse ScrollWheel") *this.cameraMoveSpeed * 2) * Time.deltaTime; this.transform.Translate(Vector3.forward *this.trans_z); //if (Input.GetMouseButton(2)) ...
Vector3 ClampRotate(Vector3 rotate) { if (rotate.x < 180) { rotate.x = Mathf.Clamp(rotate.x, -45, 45); } else { rotate.x = Mathf.Clamp(rotate.x, 315, 360); } return rotate; } Quaternion ClampRotationAroundXAxis(Quaternion q) ...