Unity 四元数、欧拉角、轴角 之间的互相转换

using UnityEngine;

public class RotateTest : MonoBehaviour {
    public Transform a;
    public Transform b;
    public Transform c;
    void Start()
    {
        Quaternion q1 = new Quaternion(1,2,3,4);
        Debug.Log("创建一个四元数:"+q1);//输出:(1.0, 2.0, 3.0, 4.0)

        Vector3 eulerAngle = q1.eulerAngles;
        Debug.Log("四元数转欧拉角:" + eulerAngle);//输出:(352.3, 47.7, 70.3)

        Quaternion q2 = Quaternion.Euler(eulerAngle);
        Debug.Log("欧拉角转四元数:" + q2);//输出:(-0.2, -0.4, -0.5, -0.7)

        Vector3 axis; float angle;
        q1.ToAngleAxis(out angle, out axis);
        Debug.Log("四元数转轴向角,旋转角度:" + angle+"旋转轴:"+axis);//输出:旋转角度:86.17744旋转轴:(0.3, 0.5, 0.8)

        Quaternion q3= Quaternion.AngleAxis(angle, axis);
        Debug.Log("轴向角转四元数:"+q3);//输出:(0.2, 0.4, 0.5, 0.7)

        //测试
        a.rotation = q1; 
        b.rotation = q2;
        c.rotation = q3; //结果:a,b,c的旋转相同,inspector面板里的Rotation都是(-7.662, 47.726, 70.346)
    }
}
原文地址:https://www.cnblogs.com/Jason-c/p/13711087.html