//获取物体的rotation(物体的rotation(x,y,x)对应的值)
public Vector3 QuaternionToVector3(Transform transform)
{
//获取原生值
Type transformType = transform.GetType();
PropertyInfo m_propertyInfo_rotationOrder = transformType.GetProperty("rotationOrder", BindingFlags.Instance | BindingFlags.NonPublic);
object m_OldRotationOrder = m_propertyInfo_rotationOrder.GetValue(transform, null);
MethodInfo m_methodInfo_GetLocalEulerAngles = transformType.GetMethod("GetLocalEulerAngles", BindingFlags.Instance | BindingFlags.NonPublic);
object value = m_methodInfo_GetLocalEulerAngles.Invoke(transform, new object[] { m_OldRotationOrder });
string temp = value.ToString();
//将字符串第一个和最后一个去掉
temp = temp.Remove(0, 1);
temp = temp.Remove(temp.Length - 1, 1);
//用','号分割
string[] tempVector3;
tempVector3 = temp.Split(',');
//将分割好的数据传给Vector3
Vector3 vector3 = new Vector3(float.Parse(tempVector3[0]), float.Parse(tempVector3[1]), float.Parse(tempVector3[2]));
return vector3;
}
unity 将物体的四元素转成向量
于 2022-07-06 15:17:35 首次发布