1.欧拉角–>四元数
Quaternion.Euler
2.四元数–>欧拉角
Quaternion qt = this.transform.rotation;
Vection3 euler = qt.eulerAngles;
3.轴/角
this.transform.rotation = Quaternion.AngleAxis(/*x[度数]*/, Vector3.up);
4.注视旋转
LookRotation
public Transform tf;
1.欧拉角–>四元数
Quaternion.Euler
2.四元数–>欧拉角
Quaternion qt = this.transform.rotation;
Vection3 euler = qt.eulerAngles;
3.轴/角
this.transform.rotation = Quaternion.AngleAxis(/*x[度数]*/, Vector3.up);
4.注视旋转
LookRotation
public Transform tf;