Unity 获取真实旋转数据

转载自:https://www.cnblogs.com/kaohum/p/7131826.html


今天做工具的时候遇到一个神奇的问题,具体就是在使用transform.eulerAngles拿到的数据是经过计算转换的,简单的说就是你面板上的数据是vector3(-100, 0, 0),而访问transform对象拿到的eulerAngles属性是vector3(260, 0, 0),并且会把大于360的值限制在360内,我做的工具是用animationCurve进行曲线旋转,3个轴分别各自插值,但是拿到的这个eulerAngles属性就没法做反向插值旋转,比如我要从x=10插值到x=-10,结果成了x=10到x=350的插值了,并且没办法做到旋转很多圈。

拿到这个问题,我以为是我的工具在其他地方有设置去限定这个的值,因为我看到transform的检视面板上是明明可以看到负值的。后来才发现监视面板上面是负值,但是调用transform对象拿到的eulerAngles的值就已经是转换后的了。那不用说,肯定是Unity在背后做了工作,于是果断反编译了unity的transformInspactor类查看。

transformInspactor源码:

namespace UnityEditor
{
    using System;
    using UnityEngine;

    [CustomEditor(typeof(Transform)), CanEditMultipleObjects]
    internal class TransformInspector : Editor
    {
        private SerializedProperty m_Position;
        private TransformRotationGUI m_RotationGUI;
        private SerializedProperty m_Scale;
        private static Contents s_Contents;

        private void Inspector3D()
        {
            EditorGUILayout.PropertyField(this.m_Position, s_Contents.positionContent, new GUILayoutOption[0]);
            this.m_RotationGUI.RotationField();
            EditorGUILayout.PropertyField(this.m_Scale, s_Contents.scaleContent, new GUILayoutOption[0]);
        }

        public void OnEnable()
        {
            this.m_Position = base.serializedObject.FindProperty("m_LocalPosition");
            this.m_Scale = base.serializedObject.FindProperty("m_LocalScale");
            if (this.m_RotationGUI == null)
            {
                this.m_RotationGUI = new TransformRotationGUI();
            }
            this.m_RotationGUI.OnEnable(base.serializedObject.FindProperty("m_LocalRotation"), new GUIContent(LocalizationDatabase.GetLocalizedString("Rotation")));
        }

        public override void OnInspectorGUI()
        {
            if (s_Contents == null)
            {
                s_Contents = new Contents();
            }
            if (!EditorGUIUtility.wideMode)
            {
                EditorGUIUtility.wideMode = true;
                EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth - 212f;
            }
            base.serializedObject.Update();
            this.Inspector3D();
            Transform target = base.target as Transform;
            Vector3 position = target.position;
            if (((Mathf.Abs(position.x) > 100000f) || (Mathf.Abs(position.y) > 100000f)) || (Mathf.Abs(position.z) > 100000f))
            {
                EditorGUILayout.HelpBox(s_Contents.floatingPointWarning, MessageType.Warning);
            }
            base.serializedObject.ApplyModifiedProperties();
        }

        private class Contents
        {
            public string floatingPointWarning = LocalizationDatabase.GetLocalizedString("Due to floating-point precision limitations, it is recommended to bring the world coordinates of the GameObject within a smaller range.");
            public GUIContent positionContent = new GUIContent(LocalizationDatabase.GetLocalizedString("Position"), LocalizationDatabase.GetLocalizedString("The local position of this Game Object relative to the parent."));
            public GUIContent scaleContent = new GUIContent(LocalizationDatabase.GetLocalizedString("Scale"), LocalizationDatabase.GetLocalizedString("The local scaling of this Game Object relative to the parent."));
        }
    }
}

可以看到里面的旋转属性在检视面板的显示是由TransformRotationGUI这个类处理的;

TransformRotationGUI源码:

namespace UnityEditor
{
    using System;
    using UnityEngine;

    [Serializable]
    internal class TransformRotationGUI
    {
        private Vector3 m_EulerAngles;
        private Vector3 m_OldEulerAngles = new Vector3(1000000f, 1E+07f, 1000000f);
        private RotationOrder m_OldRotationOrder = RotationOrder.OrderZXY;
        private SerializedProperty m_Rotation;
        private GUIContent rotationContent = new GUIContent("Rotation", "The local rotation of this Game Object relative to the parent.");
        private static int s_FoldoutHash = "Foldout".GetHashCode();
        private Object[] targets;

        public void OnEnable(SerializedProperty m_Rotation, GUIContent label)
        {
            this.m_Rotation = m_Rotation;
            this.targets = m_Rotation.serializedObject.targetObjects;
            this.m_OldRotationOrder = (this.targets[0] as Transform).rotationOrder;
            this.rotationContent = label;
        }

        public void RotationField()
        {
            this.RotationField(false);
        }

        public void RotationField(bool disabled)
        {
            Transform transform = this.targets[0] as Transform;
            Vector3 localEulerAngles = transform.GetLocalEulerAngles(transform.rotationOrder);
            if (((this.m_OldEulerAngles.x != localEulerAngles.x) || (this.m_OldEulerAngles.y != localEulerAngles.y)) || ((this.m_OldEulerAngles.z != localEulerAngles.z) || (this.m_OldRotationOrder != transform.rotationOrder)))
            {
                this.m_EulerAngles = transform.GetLocalEulerAngles(transform.rotationOrder);
                this.m_OldRotationOrder = transform.rotationOrder;
            }
            bool flag = false;
            bool flag2 = false;
            for (int i = 1; i < this.targets.Length; i++)
            {
                Transform transform2 = this.targets[i] as Transform;
                Vector3 vector2 = transform2.GetLocalEulerAngles(transform2.rotationOrder);
                flag |= ((vector2.x != localEulerAngles.x) || (vector2.y != localEulerAngles.y)) || !(vector2.z == localEulerAngles.z);
                flag2 |= transform2.rotationOrder != transform.rotationOrder;
            }
            Rect totalPosition = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight * (!EditorGUIUtility.wideMode ? ((float) 2) : ((float) 1)), new GUILayoutOption[0]);
            GUIContent label = EditorGUI.BeginProperty(totalPosition, this.rotationContent, this.m_Rotation);
            EditorGUI.showMixedValue = flag;
            EditorGUI.BeginChangeCheck();
            int id = GUIUtility.GetControlID(s_FoldoutHash, FocusType.Keyboard, totalPosition);
            string str = "";
            if (AnimationMode.InAnimationMode() && (transform.rotationOrder != RotationOrder.OrderZXY))
            {
                if (flag2)
                {
                    str = "Mixed";
                }
                else
                {
                    str = transform.rotationOrder.ToString();
                    str = str.Substring(str.Length - 3);
                }
                label.text = label.text + " (" + str + ")";
            }
            totalPosition = EditorGUI.MultiFieldPrefixLabel(totalPosition, id, label, 3);
            totalPosition.height = EditorGUIUtility.singleLineHeight;
            using (new EditorGUI.DisabledScope(disabled))
            {
                this.m_EulerAngles = EditorGUI.Vector3Field(totalPosition, GUIContent.none, this.m_EulerAngles);
            }
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObjects(this.targets, "Inspector");
                foreach (Transform transform3 in this.targets)
                {
                    transform3.SetLocalEulerAngles(this.m_EulerAngles, transform3.rotationOrder);
                    if (transform3.parent != null)
                    {
                        transform3.SendTransformChangedScale();
                    }
                }
                this.m_Rotation.serializedObject.SetIsDifferentCacheDirty();
            }
            EditorGUI.showMixedValue = false;
            if (flag2)
            {
                EditorGUILayout.HelpBox("Transforms have different rotation orders, keyframes saved will have the same value but not the same local rotation", MessageType.Warning);
            }
            EditorGUI.EndProperty();
        }
    }
}

再仔细看里面得到eulerAngles的方法:

// 拿到transform对象
Transform transform = this.targets[0] as Transform;

// 调用transform的GetLocalEulerAngles方法获得原生值(此方法是直接调用到unity的native层)
Vector3 localEulerAngles = transform.GetLocalEulerAngles(transform.rotationOrder);

再看反编译的Transform类的GetLocalEulerAngles方法和eulerAngles属性:

public Vector3 eulerAngles
{
    get
    {
        return this.rotation.eulerAngles;
    }
    set
    {
        this.rotation = Quaternion.Euler(value);
    }
}

eulerAngles是用的缓存的四元素,GetLocalEulerAngles是直接访问去了底层。
于是用反射去调用GetLocalEulerAngles,最终结果果然就是检视面板上面的真实值。

请看结果:
这里写图片描述
这里写图片描述

最后上调用该方法的代码:

// 获取原生值
System.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 });


Debug.LogError("反射调用GetLocalEulerAngles方法获得的值:" + value.ToString());
Debug.LogError("transform.localEulerAngles获取的值:" + transform.localEulerAngles.ToString());
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