Unity向量按照某一點進行旋轉

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。

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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;
 }
}
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