SDHK_Tool.Static.SS_EulerAngleRotation 欧拉角旋转

目录

1.EulerAngles_MoveTowards 欧拉角匀速旋转

2.EulerAngles_Lerp 欧拉角插值旋转

3.EulerAngles_SmoothDamp 欧拉角平滑旋转

4.EulerAngles_AxisRotation 欧拉角自轴旋转

5.Angle_MoveTowards 匀速旋转

6.Angle_Lerp 差值旋转

7.Angle_SmoothDamp 平滑旋转

8.Angle_AxisRotation 自轴旋转

全篇:


 

* 作者:闪电Y黑客

* 日期: 2019.6.11

* 功能:用于方便欧拉角旋转的类

 

 

1.EulerAngles_MoveTowards 欧拉角匀速旋转

/// <summary>
/// 欧拉角匀速旋转
/// </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 EulerAngles_MoveTowards(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.EulerAngles_Lerp 欧拉角插值旋转

/// <summary>
/// 欧拉角插值旋转
/// </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 EulerAngles_Lerp(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.EulerAngles_SmoothDamp 欧拉角平滑旋转

/// <summary>
/// 欧拉角平滑旋转
/// </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 EulerAngles_SmoothDamp(Vector3 CurrentEulerAngle, Vector3 TargetEulerAngle, ref Vector3 yVelocity, float MoveTime)
{
    CurrentEulerAngle.x = Mathf.SmoothDampAngle(CurrentEulerAngle.x, TargetEulerAngle.x, ref yVelocity.x, MoveTime);
    CurrentEulerAngle.y = Mathf.SmoothDampAngle(CurrentEulerAngle.y, TargetEulerAngle.y, ref yVelocity.y, MoveTime);
    CurrentEulerAngle.z = Mathf.SmoothDampAngle(CurrentEulerAngle.z, TargetEulerAngle.z, ref yVelocity.z, MoveTime);
    return CurrentEulerAngle;
}

 

4.EulerAngles_AxisRotation 欧拉角自轴旋转

/// <summary>
/// 欧拉角自轴旋转
/// </summary>
/// <param name="CurrentEulerAngle">当前物体欧拉角(transform.eulerAngles)</param>
/// <param name="direction">旋转轴向量及角度大小(Vector3.up)</param>
/// <returns>return : 自转后的欧拉角</returns>
static public Vector3 EulerAngles_AxisRotation(Vector3 CurrentEulerAngle, Vector3 direction)
{
    return (Quaternion.Euler(CurrentEulerAngle) * Quaternion.Euler(direction)).eulerAngles;
}

 

5.Angle_MoveTowards 匀速旋转

/// <summary>
/// 匀速旋转
/// </summary>
/// <param name="CurrentAngle">当前角度</param>
/// <param name="TargetAngle">目标角度</param>
/// <param name="RotatingMoveSpeed">旋转速度</param>
/// <returns>return : 旋转后的角度</returns>
static public float Angle_MoveTowards(float CurrentAngle, float TargetAngle, float RotatingMoveSpeed)
{
    return Mathf.MoveTowardsAngle(CurrentAngle, TargetAngle, RotatingMoveSpeed);
}

 

6.Angle_Lerp 差值旋转

/// <summary>
/// 插值旋转
/// </summary>
/// <param name="CurrentAngle">当前角度</param>
/// <param name="TargetAngle">目标角度</param>
/// <param name="RotatingMoveSpeed">旋转速度</param>
/// <returns>return : 旋转后的角度</returns>
static public float Angle_Lerp(float CurrentAngle, float TargetAngle, float RotatingMoveSpeed)
{
    return Mathf.LerpAngle(CurrentAngle, TargetAngle, RotatingMoveSpeed);
}

 

7.Angle_SmoothDamp 平滑旋转

/// <summary>
/// 平滑旋转
/// </summary>
/// <param name="CurrentAngle">当前角度</param>
/// <param name="TargetAngle">目标角度</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 : 旋转后的角度</returns>
static public float Angle_SmoothDamp(float CurrentAngle, float TargetAngle,ref float yVelocity , float MoveTime)
{
    return Mathf.SmoothDampAngle(CurrentAngle, TargetAngle, ref yVelocity, MoveTime);
}

 

8.Angle_AxisRotation 自轴旋转

/// <summary>
/// 自轴旋转
/// </summary>
/// <param name="CurrentAngle">当前角度</param>
/// <param name="direction">方向值</param>
/// <returns>return : 自转后的角度</returns>
static public float Angle_AxisRotation(float CurrentAngle,float direction )
{
    return SS_EulerAngleConversion.Angle_PN_To_P360(CurrentAngle+direction);
}

 

全篇:

using UnityEngine;

/*
 * 作者:闪电Y黑客
 * 
 * 日期: 2019.6.11
 * 
 * 功能:用于方便欧拉角旋转的类
 */

namespace SDHK_Tool.Static
{

    /// <summary>
    /// 欧拉角旋转
    /// </summary>
    static public class SS_EulerAngleRotation
    {
        /// <summary>
        /// 欧拉角匀速旋转
        /// </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 EulerAngles_MoveTowards(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;
        }

        /// <summary>
        /// 欧拉角插值旋转
        /// </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 EulerAngles_Lerp(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;
        }

        /// <summary>
        /// 欧拉角平滑旋转
        /// </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 EulerAngles_SmoothDamp(Vector3 CurrentEulerAngle, Vector3 TargetEulerAngle, ref Vector3 yVelocity, float MoveTime)
        {
            CurrentEulerAngle.x = Mathf.SmoothDampAngle(CurrentEulerAngle.x, TargetEulerAngle.x, ref yVelocity.x, MoveTime);
            CurrentEulerAngle.y = Mathf.SmoothDampAngle(CurrentEulerAngle.y, TargetEulerAngle.y, ref yVelocity.y, MoveTime);
            CurrentEulerAngle.z = Mathf.SmoothDampAngle(CurrentEulerAngle.z, TargetEulerAngle.z, ref yVelocity.z, MoveTime);
            return CurrentEulerAngle;
        }

        /// <summary>
        /// 欧拉角自轴旋转
        /// </summary>
        /// <param name="CurrentEulerAngle">当前物体欧拉角(transform.eulerAngles)</param>
        /// <param name="direction">旋转轴向量及角度大小(Vector3.up)</param>
        /// <returns>return : 自转后的欧拉角</returns>
        static public Vector3 EulerAngles_AxisRotation(Vector3 CurrentEulerAngle, Vector3 direction)
        {
            return (Quaternion.Euler(CurrentEulerAngle) * Quaternion.Euler(direction)).eulerAngles;
        }


        /// <summary>
        /// 匀速旋转
        /// </summary>
        /// <param name="CurrentAngle">当前角度</param>
        /// <param name="TargetAngle">目标角度</param>
        /// <param name="RotatingMoveSpeed">旋转速度</param>
        /// <returns>return : 旋转后的角度</returns>
        static public float Angle_MoveTowards(float CurrentAngle, float TargetAngle, float RotatingMoveSpeed)
        {
            return Mathf.MoveTowardsAngle(CurrentAngle, TargetAngle, RotatingMoveSpeed);
        }

        /// <summary>
        /// 差值旋转
        /// </summary>
        /// <param name="CurrentAngle">当前角度</param>
        /// <param name="TargetAngle">目标角度</param>
        /// <param name="RotatingMoveSpeed">旋转速度</param>
        /// <returns>return : 旋转后的角度</returns>
        static public float Angle_Lerp(float CurrentAngle, float TargetAngle, float RotatingMoveSpeed)
        {
            return Mathf.LerpAngle(CurrentAngle, TargetAngle, RotatingMoveSpeed);
        }

        /// <summary>
        /// 平滑旋转
        /// </summary>
        /// <param name="CurrentAngle">当前角度</param>
        /// <param name="TargetAngle">目标角度</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 : 旋转后的角度</returns>
        static public float Angle_SmoothDamp(float CurrentAngle, float TargetAngle, ref float yVelocity, float MoveTime)
        {
            return Mathf.SmoothDampAngle(CurrentAngle, TargetAngle, ref yVelocity, MoveTime);
        }

        /// <summary>
        /// 自轴旋转
        /// </summary>
        /// <param name="CurrentAngle">当前角度</param>
        /// <param name="direction">方向值</param>
        /// <returns>return : 自转后的角度</returns>
        static public float Angles_AxisRotation(float CurrentAngle, float direction)
        {
            return SS_EulerAngleConversion.Angle_PN_To_P360(CurrentAngle + direction);
        }

    }
}

 

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