• Transform.eulerAngles 欧拉角


    var eulerAngles : Vector3

    Description描述

    The rotation as Euler angles in degrees.

    旋转作为欧拉角度。

    The x, y, and z angles represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).

    x、y、z角代表绕z轴旋转z度,绕x轴旋转x度,绕y轴旋转y度(这个顺序)。

    Only use this variable to read and set the angles to absolute values. Don't increment them, as it will fail when the angle exceeds 360 degrees. Use Transform.Rotateinstead.

    仅使用者这个变量读取和设置角度到绝对值。不要递增它们,当超过角度360度,它将失败。使用Transform.Rotate替代。

    // Print the rotation around the global X Axis
    //打印绕世界x轴的旋转角度
    print (transform.eulerAngles.x);
    // Print the rotation around the global Y Axis
    //打印绕世界y轴的旋转角度
    print (transform.eulerAngles.y);
    // Print the rotation around the global Z Axis
    //打印绕世界z轴的旋转角度
    print (transform.eulerAngles.z);
    
    // Assign an absolute rotation using eulerAngles
    //指定一个绝对使用欧拉角的旋转角度
    var yRotation : float = 5.0;
    function Update () {
        yRotation += Input.GetAxis("Horizontal");
        transform.eulerAngles = Vector3(10, yRotation, 0);
    
    }

    Do not set one of the eulerAngles axis separately (eg. eulerAngles.x = 10; ) since this will lead to drift and undesired rotations. When setting them to a new value set them all at once as shown above. Unity will convert the angles to and from the rotation stored in Transform.rotation

    不要分别设置欧拉角其中一个轴(例如: eulerAngles.x = 10; ),因为这将导致偏移和不希望的旋转。当设置它们一个新的值时,要同时设置全部,如上所示。Unity会从Transform.rotation这个四元组结构中转换角度到欧拉角的表达方式,或者反过来。

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  • 原文地址:https://www.cnblogs.com/vincentDr/p/3699872.html
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