方位与向量的运算
已知GameObject _Go,初始点的朝向是面向Vector3.forward(所谓初始点朝向即transform.localRotation = Quaternion.Euler(Vector3.zero)时),获得当前朝向按Y轴旋转的方向向量:
Vector3 dir= _Go.transform.localRotation * Vector3.forward;
获得当前朝向按Z轴和X轴旋转的方向向量:
Vector3 dir= _Go.transform.localRotation * Vector3.up;
获得当前朝向向量的四元数:
Vector3 dir= _Go.transform.localRotation * Vector3.forward;
Quaternion qua = Quaternion.LookRotation(dir);
或者(x、y、z同时同步)
Vector3 dir1= _Go.transform.localRotation * Vector3.forward;
Vector3 dir2= _Go.transform.localRotation * Vector3.up;
Quaternion qua = Quaternion.LookRotation(dir,dir2);
计算当前朝向的前方距离10米处:
Vector3 loc = _Go.transform.rotation * Vector3.forward;
loc = _Go.transform.position + loc.normalized * 10;
计算当前朝向的后方距离10米处:
Vector3 back10 = _Go.transform.rotation.eulerAngles;
back10= back10 + new Vector3(0, 180, 0);
Quaternion qua = Quaternion.Euler(back10);
back10 = qua * Vector3.forward;
back10 = vec.normalized * 10 + _Go.transform.position;
其他方向的计算同理。
计算在当前的基础上旋转x,y,z度:
_Go.transform.localRotation = _Go.transform.localRotation * Quaternion.Euler(new Vector3(x,y,z));