将欧拉角转换为四元数:
public Quaternion EularToQuaternion(float xx,float yy,float zz) {
float X = xx / 180 * Mathf.PI;
float Y = yy / 180 * Mathf.PI;
float Z = zz / 180 * Mathf.PI;
float x = Mathf.Cos(Y / 2) * Mathf.Sin(X / 2) * Mathf.Cos(Z / 2) + Mathf.Sin(Y / 2) * Mathf.Cos(X / 2) * Mathf.Sin(Z / 2);
float y = Mathf.Sin(Y / 2) * Mathf.Cos(X / 2) * Mathf.Cos(Z / 2) - Mathf.Cos(Y / 2) * Mathf.Sin(X / 2) * Mathf.Sin(Z / 2);
float z = Mathf.Cos(Y / 2) * Mathf.Cos(X / 2) * Mathf.Sin(Z / 2) - Mathf.Sin(Y / 2) * Mathf.Sin(X / 2) * Mathf.Cos(Z / 2);
float w = Mathf.Cos(Y / 2) * Mathf.Cos(X / 2) * Mathf.Cos(Z / 2) + Mathf.Sin(Y / 2) * Mathf.Sin(X / 2) * Mathf.Sin(Z / 2);
Quaternion quataion = new Quaternion(x, y, z, w);
return quataion;
}