Unity中的物体旋转

(1)

          物体在对应的坐标系中旋转,默认使用本地坐标系

          public void Rotate(Vector3 eulers, Space relativeTo = Space.Self);

          public void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self);

         物体在对应的坐标系中以axis为轴进行旋转

          public void Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);

(2)

         在世界坐标系中以point的axis方向为轴进行旋转

         public void RotateAround(Vector3 point, Vector3 axis, float angle);

(3)

          旋转物体,使物体的Z轴指向target。

          worldUp:对象朝向目标后旋转自身,使得worldUp垂直z轴向上

          public void LookAt(Transform target);

          public void LookAt(Transform target, Vector3 worldUp = Vector3.up);

          旋转物体,使物体指向世界坐标系中的一点

          public void LookAt(Vector3 worldPosition);

          public void LookAt(Vector3 worldPosition, Vector3 worldUp = Vector3.up);

(4)

          计算让Z轴对齐forward,让y轴对齐upward 所需要旋转的四元数

          public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up);

          

        

原文地址:https://www.cnblogs.com/unitywyb/p/12772378.html