static public class EulerAngleRotation{...}
目录
1.MoveTowardsAngle 匀速旋转
/// <summary>
/// 匀速旋转
/// </summary>
/// <param name="CurrentEulerAngle">当前欧拉角</param>
/// <param name="TargetEulerAngle">目标欧拉角</param>
/// <param name="RotatingMoveSpeed">旋转速度</param>
/// <returns>return : 旋转后的欧拉角</returns>
static public Vector3 MoveTowardsAngle(Vector3 CurrentEulerAngle,Vector3 TargetEulerAngle ,float RotatingMoveSpeed){
CurrentEulerAngle.x = Mathf.MoveTowardsAngle(CurrentEulerAngle.x, TargetEulerAngle.x, RotatingMoveSpeed);
CurrentEulerAngle.y = Mathf.MoveTowardsAngle(CurrentEulerAngle.y, TargetEulerAngle.y, RotatingMoveSpeed);
CurrentEulerAngle.z = Mathf.MoveTowardsAngle(CurrentEulerAngle.z, TargetEulerAngle.z, RotatingMoveSpeed);
return CurrentEulerAngle;
}
2.LerpAngle 插值旋转
/// <summary>
/// 插值旋转
/// </summary>
/// <param name="CurrentEulerAngle">当前欧拉角</param>
/// <param name="TargetEulerAngle">目标欧拉角</param>
/// <param name="RotatingMoveSpeed">旋转速度(差值比例)</param>
/// <returns>return : 旋转后的欧拉角</returns>
static public Vector3 LerpAngle(Vector3 CurrentEulerAngle,Vector3 TargetEulerAngle ,float RotatingMoveSpeed){
CurrentEulerAngle.x = Mathf.LerpAngle(CurrentEulerAngle.x, TargetEulerAngle.x, RotatingMoveSpeed);
CurrentEulerAngle.y = Mathf.LerpAngle(CurrentEulerAngle.y, TargetEulerAngle.y, RotatingMoveSpeed);
CurrentEulerAngle.z = Mathf.LerpAngle(CurrentEulerAngle.z, TargetEulerAngle.z, RotatingMoveSpeed);
return CurrentEulerAngle;
}
3.SmoothDampAngle 平滑旋转
/// <summary>
/// 平滑旋转
/// </summary>
/// <param name="CurrentEulerAngle">当前欧拉角</param>
/// <param name="TargetEulerAngle">目标欧拉角</param>
/// <param name="yVelocity">ref 当前速度</param>
/// <param name="MoveTime">到达目标的近似时间</param>
/// <returns>return : 旋转后的欧拉角</returns>
static public Vector3 SmoothDampAngle(Vector3 CurrentEulerAngle,Vector3 TargetEulerAngle ,ref float yVelocity,float MoveTime){
CurrentEulerAngle.x = Mathf.SmoothDampAngle(CurrentEulerAngle.x, TargetEulerAngle.x, ref yVelocity, MoveTime);
CurrentEulerAngle.y = Mathf.SmoothDampAngle(CurrentEulerAngle.y, TargetEulerAngle.y, ref yVelocity, MoveTime);
CurrentEulerAngle.z = Mathf.SmoothDampAngle(CurrentEulerAngle.z, TargetEulerAngle.z, ref yVelocity, MoveTime);
return CurrentEulerAngle;
}