让物体做圆周运动
圆心在原点,半径为1的匀速圆周运动
curAngle += angleSpeed * Mathf.Deg2Rad
float x = Mathf.Cos(curAngle)
float y = Mathf.Sin(curAngle)
圆心在原点,半径可变的匀速圆周运动
curAngle += angleSpeed * Mathf.Deg2Rad
float x = radius * Mathf.Cos(curAngle)
float y = radius * Mathf.Sin(curAngle)
圆心可变,半径可变的匀速圆周运动
curAngle += angleSpeed * Mathf.Deg2Rad
float x = radius * Mathf.Cos(curAngle)+centerX
float y = radius * Mathf.Sin(curAngle)+centerY
利用向心加速度实现物体的匀速圆周运动
public float angleSpeed = 2.0f * Mathf.PI / 120.0f;
public float curAngle = 0.0f;
[Range(0, 10)]
public float radius = 5.0f;
[Range(-10, 10)]
public float centerX = 5.0f;
[Range(-10, 10)]
public float centerY = 5.0f;
public float rx;
public float ry;
public float vx;
public float vy;
void Start() {
angleSpeed = 2.0f * Mathf.PI / 180.0f;
rx = radius * Mathf.Cos(angleSpeed * 0);
ry = radius * Mathf.Sin(angleSpeed * 0);
vx = -radius*angleSpeed*Mathf.Sin(angleSpeed*0);
vy = radius * angleSpeed*Mathf.Cos(angleSpeed*0);
transform.position = new Vector3(rx + radius, ry + radius, 0);
}
void Update() {
rx += vx;
ry += vy;
vx += -angleSpeed * angleSpeed * rx;
vy += -angleSpeed * angleSpeed * ry;
float x = rx + centerX;
float y = ry + centerY;
transform.position = new Vector3(x, y, 0);
Debug.DrawLine(Vector3.zero, transform.position, Color.red);
}