unity中Vector3自带了一个Vector3.Angle的函数,用于计算两个vector3向量的夹角,文档中描述的:
The angle returned is always the non reflex angle between the two vectors – ie the smaller of the two possible angles between them and never greater than 180
参考:https://www.yxkfw.com/thread-57909-1-1.html
degrees.
这个角度返回的值是不大于180的度数,会造成逆时针120与240,返回的值其实是一样的。
Snippet
/// <summary>
/// Determine the signed angle between two vectors, with normal 'n'
/// as the rotation axis.
/// </summary>
public static float AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
{
return Mathf.Atan2(
Vector3.Dot(n, Vector3.Cross(v1, v2)),
Vector3.Dot(v1, v2)) * Mathf.Rad2Deg;
}