Transform

作者: 叫我颜先生 | 来源:发表于2022-04-06 20:50 被阅读0次

简介

基本API用法以及一些注意事项


position && rotation
  • 不会检测碰撞
    //插值计算
    void Update()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");

        if (Mathf.Approximately(h, 0) && Mathf.Approximately(v, 0))
            return;

        Vector3 dir = new Vector3(h, 0, v).normalized;

        transform.position = Vector3.Lerp(transform.position, transform.position + dir, Time.deltaTime * movespeed);
        transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * rotatespeed);
    }

CharacterController
  • 角色控制器,检测碰撞
    void Update()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");

        if (Mathf.Approximately(h, 0) && Mathf.Approximately(v, 0))
            return;

        Vector3 dir = new Vector3(h, 0, v).normalized;

        cc.SimpleMove(dir * movespeed);
        transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * rotatespeed);
    }

Translate && Rotate

Translate 默认Space.Self

  • Translate(Vector3.forward, Space.World) //世界坐标系中,沿着世界正前方方向
  • Translate(transform.forward, Space.World) //世界坐标系中,沿着自身正前方
  • Translate(Vector3.forward, Space.Self) //自身坐标系中,沿着世界坐标的正前方相对自身坐标系的方向,和上方相同效果
  • Translate(transform.forward, Space.Self) //不正常,自身正前方的向量在相对世界中的那个向量,转化到在自身坐标系的最终方向

Rotate同样可以按照自身或者世界坐标系旋转

    void Update()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");

        if (Mathf.Approximately(h, 0) && Mathf.Approximately(v, 0))
            return;

        Vector3 dir = new Vector3(h, 0, v).normalized;

        transform.Translate(dir * movespeed, Space.World);
        //transform.Rotate(Vector3.up * rotatespeed, Space.World);
        transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * rotatespeed);
    }

Rigidbody
  • 检测碰撞
    void Update()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");

        if (Mathf.Approximately(h, 0) && Mathf.Approximately(v, 0))
            return;

        Vector3 dir = new Vector3(h, 0, v).normalized;

        //rigidbody.AddForce(dir * movespeed, ForceMode.Force);

        rigidbody.MovePosition(transform.position+dir*movespeed);
        rigidbody.MoveRotation(Quaternion.LookRotation(dir));
    }

Vector3 && Quaternion
    Vector3.Angle(Vector3, Vector3);                //向量夹角
    Vector3.ClampMagnitude(Vector3, maxLength);     //复制一个向量,指定最大长度

    Vector3.Cross(Vector3, Vector3);                //差乘(右手大拇指确定方向)
    Vector3.Dot(Vector3, Vector3);                  //点乘(大于0小于0)

    Vector3.Distance(Vector3, Vector3);             //距离
    Vector3.Project(Vector3, Vector3);              //投影
    Vector3.Reflect(Vector3, Vector3);              //反射向量
    Quaternion.Angle(a, b);                     //夹角
    Quaternion.AngleAxis(angle, axis);          //绕轴转角度
    Quaternion.Dot(a, b);
    Quaternion.Euler(euler);
    Quaternion.FromToRotation(from, to);
    Quaternion.Inverse(a);                      //反向
    Quaternion.LookRotation(v3);                //看向
    Quaternion.RotateTowards(from, to, angle);  //转向
    Quaternion.Slerp(a, b, t);

LookRotation:看向一个向量,是一个方向
LookAt:看向一个坐标,一个点

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