若想要某個物體(i,j,k)繞着a(x,y,z)軸旋轉θ度。這個旋轉用四元數表示就是q = ((x,y,z)sinθ/2, cosθ/2) 該物體用四元數表示爲p = ((j,j,k),0)。那麼旋轉以後的物體的點爲p′,則:atom
經過某個公式能算出p′的值。spa
Quaternion.AngleAxis (30.0f, transform.right) 這個方法的意思是建立一個四元數表示饒transform.right軸旋轉30度。四元數能夠用*操做符來進行多個旋轉操做好比:orm
transform.rotation = Quaternion.AngleAxis (30.0f, transform.right) * Quaternion.AngleAxis (30.0f, transform.up);io
也能夠用 Quaternion.Euler 歐拉旋轉表示四元數旋轉好比:form
transform.rotation = Quaternion.Euler (new Vector3 (0.0f, 30.0f, 20.0f)) * Quaternion.AngleAxis (30.0f, transform.forward);class
若是想對一個向量作旋轉作法以下:transform
Vector3 someVector = new Vector3 (1.0f,1.0f,1.0f);
Vector3 newVector = Quaternion.AngleAxis(90, Vector3.up) * someVector;nio
Quaternion.LookRotation(某個向量v) 使得物體的朝向和v一致方法
利用四元數作差值(Quaternion.Slerp)旋轉:im
transform.rotation = Quaternion.Slerp (transform.rotation,Quaternion.Euler (new Vector3 (0.0f, 30.0f, 0.0f)) * Quaternion.AngleAxis (30.0f, transform.forward),Time.deltaTime * 0.33f);