这边以绕y轴旋转为例,还有绕x、z轴的
public class Vector3RotationToADegree : MonoBehaviour
{
public float m_degree;
private void OnGUI()
{
Vector3 v = m_trans.forward;
//C 语言里 double atan2(double y,double x) 返回的是原点至点(x,y)的方位角,即与 x 轴的夹角。
//也可以理解为复数 x+yi 的辐角。返回值的单位为弧度
//在Unity里z轴为x,x轴为y
float radian = Mathf.Atan2(v.x, v.z);
float x = Mathf.Sin(radian + m_degree * Mathf.Deg2Rad); //正弦值
float z = Mathf.Cos(radian + m_degree * Mathf.Deg2Rad); //余弦值
Vector3 newV = new Vector3(x, 0, z);
GUI.Label(new Rect(10, 10, 400, 100), string.Format("{0} {1} {2}", v.x, v.z, radian));
transform.rotation = Quaternion.LookRotation(newV);
}
}
这个方法会影响其他轴,不是很好用!!!
//绕着某个轴旋转~
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class vector3CrossTest : MonoBehaviour
{
public Transform m_obj1;
public Transform m_obj2;
public Transform m_obj3;
public float angle;
Vector3 start;
Vector3 end;
Vector3 end2;
void Start ()
{
}
void Update ()
{
start = m_obj1.position;
end = m_obj2.position;
end2 = m_obj3.position;
Vector3 travelDirection = end - start;
Vector3 levelDirecteion = end - new Vector3(start.x, end.y, start.z);
Vector3 right = Vector3.Cross(travelDirection, levelDirecteion);
Vector3 up = Vector3.Cross(right, travelDirection);
if (end.y > start.y) up = -up;
// Debug.DrawRay(start, travelDirection.normalized, Color.red);
Debug.DrawLine(start, end, Color.red);
// Debug.DrawRay(start, levelDirecteion.normalized, Color.gray);
// Debug.DrawRay(start, right.normalized, Color.green);
// Debug.DrawRay(start, up.normalized, Color.blue);
Vector3 travelDirection2 = end2 - start;
Debug.DrawLine(start, end2, Color.red);
float len = Vector3.Distance(start, end2);
for (int i=0; i<360; i++)
{
Vector3 k1 = Quaternion.AngleAxis(i, travelDirection.normalized) * travelDirection2.normalized;
Vector3 k2 = Quaternion.AngleAxis(i+1, travelDirection.normalized) * travelDirection2.normalized;
Debug.DrawLine(start + k1.normalized * len, start + k2.normalized * len, Color.cyan);
Debug.DrawLine(start, start + k1.normalized * len, Color.blue);
}
}
}
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