static public class EulerAngleRotation{...}
目录
1.MoveTowardsAngle 匀速旋转
2.LerpAngle 插值旋转
3.SmoothDampAngle 平滑旋转
///
/// 匀速旋转
///
/// 当前欧拉角
/// 目标欧拉角
/// 旋转速度
/// return : 旋转后的欧拉角
static public Vector3 MoveTowardsAngle(Vector3 CurrentEulerAngle,Vector3 TargetEulerAngle ,float RotatingMoveSpeed){
CurrentEulerAngle.x = Mathf.MoveTowardsAngle(CurrentEulerAngle.x, TargetEulerAngle.x, RotatingMoveSpeed);
CurrentEulerAngle.y = Mathf.MoveTowardsAngle(CurrentEulerAngle.y, TargetEulerAngle.y, RotatingMoveSpeed);
CurrentEulerAngle.z = Mathf.MoveTowardsAngle(CurrentEulerAngle.z, TargetEulerAngle.z, RotatingMoveSpeed);
return CurrentEulerAngle;
}
///
/// 插值旋转
///
/// 当前欧拉角
/// 目标欧拉角
/// 旋转速度(差值比例)
/// return : 旋转后的欧拉角
static public Vector3 LerpAngle(Vector3 CurrentEulerAngle,Vector3 TargetEulerAngle ,float RotatingMoveSpeed){
CurrentEulerAngle.x = Mathf.LerpAngle(CurrentEulerAngle.x, TargetEulerAngle.x, RotatingMoveSpeed);
CurrentEulerAngle.y = Mathf.LerpAngle(CurrentEulerAngle.y, TargetEulerAngle.y, RotatingMoveSpeed);
CurrentEulerAngle.z = Mathf.LerpAngle(CurrentEulerAngle.z, TargetEulerAngle.z, RotatingMoveSpeed);
return CurrentEulerAngle;
}
///
/// 平滑旋转
///
/// 当前欧拉角
/// 目标欧拉角
/// ref 当前速度
/// 到达目标的近似时间
/// return : 旋转后的欧拉角
static public Vector3 SmoothDampAngle(Vector3 CurrentEulerAngle,Vector3 TargetEulerAngle ,ref float yVelocity,float MoveTime){
CurrentEulerAngle.x = Mathf.SmoothDampAngle(CurrentEulerAngle.x, TargetEulerAngle.x, ref yVelocity, MoveTime);
CurrentEulerAngle.y = Mathf.SmoothDampAngle(CurrentEulerAngle.y, TargetEulerAngle.y, ref yVelocity, MoveTime);
CurrentEulerAngle.z = Mathf.SmoothDampAngle(CurrentEulerAngle.z, TargetEulerAngle.z, ref yVelocity, MoveTime);
return CurrentEulerAngle;
}