Unity3D_(API)Quaternion四元数中的Quaternion.LookRotation()

时间:2023-11-27 12:53:02

  四元数百度百科:  传送门

  四元数官方文档:  传送门

  欧拉旋转、四元数、矩阵旋转之间的差异:  传送门

  四元数转换为欧拉角eulerAngles  官方文档:  传送门

  欧拉角转换为四元数Euler  官方文档:  传送门

  

  Quaternion.LookRotation  官方文档:传送门

  LookRotation()根据对局部坐标轴的描述, 构造对应的代表旋转程度的四元数

一、Transform中四元数和欧拉角

Unity3D_(API)Quaternion四元数中的Quaternion.LookRotation()

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Quaternion : MonoBehaviour { public Transform cube; // Use this for initialization
void Start () {
} // Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Space))
{
//获得游戏物体欧拉角
print(cube.eulerAngles);
//获得游戏物体四元数
print(cube.rotation);
}
}
}

Quaternion.cs

  欧拉角:方便开发者在控制面板上观察游戏物体旋转的角度,但旋转轴固定

  四元数:旋转轴可以是任意向量  传送门

    //获得游戏物体欧拉角
print(cube.eulerAngles);
//获得游戏物体四元数
print(cube.rotation);

二、Quaternion.LookRotation  

  场景中创建一个Capsule作为玩家,Sphere作为敌人,给Capsule绑定Quaternion_Gary.cs脚本,要使玩家一致朝向敌人可以用LookRotation()来实现

Unity3D_(API)Quaternion四元数中的Quaternion.LookRotation()

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Quaternion_Gary : MonoBehaviour { public Transform player;
public Transform enemy; // Use this for initialization
void Start () { } // Update is called once per frame
void Update () {
//让player前方向和dir方向保持一致
Vector3 dir = player.position - enemy.position;
player.rotation = Quaternion.LookRotation(dir);
}
}

Quaternion_Gary

    void Update () {
//让player前方向和dir方向保持一致
Vector3 dir = player.position - enemy.position;
player.rotation = Quaternion.LookRotation(dir);
}

  有时以一帧的速度去让玩家转头容易造成不好的体验

  延缓转头速度缓慢,让动画看起来更平滑

Unity3D_(API)Quaternion四元数中的Quaternion.LookRotation()

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Quaternion_Gary : MonoBehaviour { public Transform player;
public Transform enemy; // Use this for initialization
void Start () { } // Update is called once per frame
void Update () {
//让player前方向和dir方向保持一致
Vector3 dir = player.position - enemy.position;
Quaternion target = Quaternion.LookRotation(dir);
player.rotation = Quaternion.Slerp(player.rotation,target,Time.deltaTime);
}
}

Quaternion_Gary.cs

void Update () {
//让player前方向和dir方向保持一致
Vector3 dir = player.position - enemy.position;
Quaternion target = Quaternion.LookRotation(dir);
player.rotation = Quaternion.Slerp(player.rotation,target,Time.deltaTime);
}