本文實例爲你們分享了Unity向量按照某一點進行旋轉的具體代碼,供你們參考,具體內容以下測試
1、unity的旋轉code
首先要知道一點就是在Unity的旋轉中使用過四元數進行旋轉的,若是對一個物體的rotation直接賦值你會發現結果不是你最終想要的結果,這個時候咱們須要去借助Quaternion來進行旋轉。blog
2、向量按照原點進行旋轉it
用到的Unity內置方法Quaternion.AngleAxis(float angle,Vector3 axis)
第一個參數就是咱們須要旋轉的角度 angle大於0時是按照順時針的方向進行旋轉,angle小於0是按照逆時針的方向旋轉,這裏的旋轉時按照座標原點進行的旋轉。
第二個參數是旋轉軸,圍繞哪個座標軸進行旋轉。
io
注意:使用這個方法時得到的也是四元數,咱們將其轉換成向量Vector3是須要乘以自身的座標(四元數 * 自身向量,若是反過來 自身向量 * 四元數 在Unity會發生編譯錯誤,這裏須要注意一下)編譯
案例:將Vector3(1,0,1)按照原點旋轉45°,90°,180°,270°測試分別用黑、黃、藍、綠顏色表示class
using UnityEngine; [ExecuteInEditMode] public class VectorDirTest : MonoBehaviour { // Update is called once per frame void Update () { Debug.DrawLine(Vector3.left * 5f,Vector3.right * 5f,Color.red); Debug.DrawLine(Vector3.up * 5f,Vector3.down * 5f,Color.green); Debug.DrawLine(Vector3.forward * 5f,Vector3.back * 5f,Color.blue); Vector3 dir = new Vector3(1,0,1); Debug.DrawLine(Vector3.zero,dir,Color.white); Debug.DrawLine(Vector3.zero,Quaternion.AngleAxis(45,Vector3.up) * dir,Color.black); Debug.DrawLine(Vector3.zero,Quaternion.AngleAxis(90,Vector3.up) * dir,Color.yellow); Debug.DrawLine(Vector3.zero,Quaternion.AngleAxis(180,Vector3.up) * dir,Color.blue); Debug.DrawLine(Vector3.zero,Quaternion.AngleAxis(270,Vector3.up) * dir,Color.green); } }
3、向量按照指定位置進行旋轉 date
/// <summary> /// 圍繞某點旋轉指定角度 /// </summary> /// <param name="position">自身座標</param> /// <param name="center">旋轉中心</param> /// <param name="axis">圍繞旋轉軸</param> /// <param name="angle">旋轉角度</param> /// <returns></returns> public Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle) { return Quaternion.AngleAxis(angle, axis) * (position - center) + center; }
案例:將Vector3(1,0,1)按照Vector(2,0,2)旋轉45°,90°,180°,270°測試分別用紅、黃、藍、綠顏色表示bug
using UnityEngine; [ExecuteInEditMode] public class VectorDirTest : MonoBehaviour { // Update is called once per frame void Update () { Debug.DrawLine(Vector3.left * 5f,Vector3.right * 5f,Color.red); Debug.DrawLine(Vector3.up * 5f,Vector3.down * 5f,Color.green); Debug.DrawLine(Vector3.forward * 5f,Vector3.back * 5f,Color.blue); Vector3 dir = new Vector3(1,0,1); Vector3 point = new Vector3(2,0,2); Debug.DrawLine(Vector3.zero, RotateRound(dir, point, Vector3.up, 45), Color.red); Debug.DrawLine(Vector3.zero, RotateRound(dir, point, Vector3.up, 90), Color.yellow); Debug.DrawLine(Vector3.zero, RotateRound(dir, point, Vector3.up, 180), Color.blue); Debug.DrawLine(Vector3.zero, RotateRound(dir, point, Vector3.up, 270), Color.green); Debug.DrawLine(Vector3.zero, dir, Color.black); } /// <summary> /// 圍繞某點旋轉指定角度 /// </summary> /// <param name="position">自身座標</param> /// <param name="center">旋轉中心</param> /// <param name="axis">圍繞旋轉軸</param> /// <param name="angle">旋轉角度</param> /// <returns></returns> public Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle) { return Quaternion.AngleAxis(angle, axis) * (position - center) + center; } }