四元数用于旋转,确实很不好理解,但是,有一点好处是不会发生万向锁。 主要用法就是:
首先,获取你当前的Rotation的四元数和目标Rotation的四元数,相乘即可。
来自前辈的示范:
首先,获取你当前的Rotation的四元数和目标Rotation的四元数,相乘即可。
来自前辈的示范:
using UnityEngine;
using System.Collections;
// 暴走武林里主界面的球体的旋转效果
public class SphereRotate : MonoBehaviour
{
public Camera m_camera = null;
private bool m_mouseDown = false;
private Vector3 m_previosMousePosition = Vector3.zero;
public float m_speed = 0.05f;
private Quaternion m_targetRot = Quaternion.identity;
void Start()
{
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Debug.Log("mouse down");
m_mouseDown = true;
m_previosMousePosition = Input.mousePosition;
}
else if (Input.GetMouseButtonUp(0))
{
if (m_mouseDown)
{
Debug.Log("mouse up");
m_mouseDown = false;
m_speed = 0.002f;
}
}
if (m_mouseDown)
{
Vector3 _dir = Input.mousePosition - m_previosMousePosition;
if (_dir.sqrMagnitude > 0.1f)
{
Vector3 _dir0 = new Vector3(0, 0, -1);
Vector3 _dir1 = _dir0 + _dir * m_speed;
// 四元数旋转
Quaternion _qt = Quaternion.FromToRotation(_dir0, _dir1);
Quaternion _result = _qt * transform.rotation;
transform.rotation = _result;
// 边界限制
float _angle = Quaternion.Angle(Quaternion.identity, _result);
Debug.Log(_angle);
if (_angle > 10)
{
float _lerp = 10 / _angle;
m_speed *= _lerp;
m_targetRot = Quaternion.Lerp(Quaternion.identity, _result, _lerp);
}
else
{
m_targetRot = _result;
}
m_previosMousePosition = Input.mousePosition;
}
}
else
{
transform.rotation = Quaternion.Lerp(transform.rotation, m_targetRot, 0.2f);
}
}
}