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一、动作控制:3、旋转与Quaternion类详解

一、动作控制:3、旋转与Quaternion类详解

作者: GameObjectLgy | 来源:发表于2022-02-13 19:48 被阅读0次
    1、Transform、rotation、eulerAngles关系

    Transform里包含了rotation变量和eulerAngles
    rotation里有包含了eulerAngles变量
    使用示例:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class QuaternionTest : MonoBehaviour
    {
        public Transform A, B;
        public Quaternion rotation = Quaternion.identity;
        Vector3 eulerAngle = Vector3.zero;
        float speed = -10.0f;
        float tSpeed = 0.0f;
        // Use this for initialization
        void Start()
        {
    
        }
    
        // Update is called once per frame
        void Update()
        {
            tSpeed += speed * Time.deltaTime;
            //第一种方式:将Quaternion实例对象赋值给transform的rotation
            rotation.eulerAngles = new Vector3(0.0f, tSpeed, 0.0f);
            A.rotation = rotation;
            //第二种方式:将三位向量代表的欧拉角直接赋值给transform的eulerAngle
            B.eulerAngles = new Vector3(0.0f, tSpeed, 0.0f);
        }
    }
    
    
    2、关键成员方法(1)LookRotation

    public static Quaternion LookRotation(Vector3 forward);
    public static Quaternion LookRotation(Vector3 forward, [DefaultValue("Vector3.up")] Vector3 upwards);

    public class Quaternion_LookRotation_Test2 : MonoBehaviour
    {
        public Transform target;
        void Update()
        {
            Vector3 relativePos = target.position - transform.position;
            Quaternion rotation = Quaternion.LookRotation(relativePos);
            transform.rotation = rotation;
        }
    }
    
    3、关键成员方法(2)RotateTowards

    public static Quaternion RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);
    按步长匀速旋转到指定的旋转角度

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class Quaternion_RotateTowards_Test4 : MonoBehaviour
    {
        public Transform target;
        public float speed;
        void Update()
        {
            float step = speed * Time.deltaTime;
            transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step);
        }
    }
    
    
    3、关键成员方法(3)Lerp 和 Slerp
    public class Quaternion_Lerp_Test3 : MonoBehaviour
    {
        public enum RotateType
        {
            Lerp,
            Slerp
        }
    
        public RotateType type;
        public Transform from;
        public Transform to;
        public float speed = 0.1F;
        
        void Update()
        {
            //将自己的转向转到与to的方向一致
            if (type == RotateType.Lerp)
            {
                transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed);//(匀速)
            }
            else
                transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, Time.time * speed);//(球型插值,最适合旋转)
        }
    }
    
    4、Quaternion对象与Vector3对象相乘

    用于自身移动变换
    transform.position += tansform.rotation * A;
    其中A为Vector3的对象。transform对应的对象会沿着自身坐标系中向量A的方向移动A的模长的距离。transform.rotation与A相乘可以确定移动的方向和距离。

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