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這篇文章給大家分享的是有關Unity如何實現繞任意軸任意角度旋轉向量的內容。小編覺得挺實用的,因此分享給大家做個參考,一起跟隨小編過來看看吧。
具體內容如下
游戲中有一需求,就是一個矩形或者Cube繞著某一點旋轉任意角度,現在給出下面算法。
public static Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle) { Vector3 point = Quaternion.AngleAxis(angle, axis) * (position - center); Vector3 resultVec3 = center + point; return resultVec3; }
測試用例
using UnityEngine; using System.Collections; public class RotateTest : MonoBehaviour { public LineRenderer line1; public LineRenderer line2; public float angle = 30f; private Vector3 v0; private Vector3 v1; private Vector3 v2; private Vector3 v3; private Vector3 v4; private Vector3 vCenter; void Start() { v0 = new Vector3(3f,0f,1f); v1 = new Vector3(1f, 0f, 3f); v2 = new Vector3(4f, 0f, 6f); v3 = new Vector3(6f, 0f, 4f); vCenter = new Vector3(2f, 0f, 2f); } // Use this for initialization void Update () { line1.SetVertexCount(5); line1.SetPosition(0,v0); line1.SetPosition(1,v1); line1.SetPosition(2,v2); line1.SetPosition(3,v3); line1.SetPosition(4,v0); line2.SetVertexCount(5); Vector3 v01 = MathUtils.RotateRound(v0, vCenter, Vector3.up, angle); Vector3 v11 = MathUtils.RotateRound(v1, vCenter, Vector3.up, angle); Vector3 v21 = MathUtils.RotateRound(v2, vCenter, Vector3.up, angle); Vector3 v31 = MathUtils.RotateRound(v3, vCenter, Vector3.up, angle); Vector3 v41 = MathUtils.RotateRound(v4, vCenter, Vector3.up, angle); line2.SetPosition(0, v01); line2.SetPosition(1, v11); line2.SetPosition(2, v21); line2.SetPosition(3, v31); line2.SetPosition(4, v01); } }
效果圖
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