Unity实现绕任意轴任意角度旋转向量

本文实例为大家分享了Unity实现绕任意轴任意角度旋转向量的具体代码,供大家参考,具体内容如下

游戏中有一需求,就是一个矩形或者Cube绕着某一点旋转任意角度,现在给出下面算法。

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;
  }

测试用例

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);
 }
}

效果图

 Unity实现绕任意轴任意角度旋转向量_第1张图片

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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