九月 13.2017.
0 Comment
unity中Vector3自带了一个Vector3.Angle的函数,用于计算两个vector3向量的夹角,文档中描述的:
The angle returned is always the non reflex angle between the two vectors – ie the smaller of the two possible angles between them and never greater than 180 degrees.
这个角度返回的值是不大于180的度数,会造成逆时针120与240,返回的值其实是一样的。
在unity的官方论坛中,有人给出了一个计算带符号的角度计算方法,只是需要再加上一个up的方向:
https://forum.unity.com/threads/need-vector3-angle-to-return-a-negtive-or-relative-value.51092/
Snippet
///
/// Determine the signed angle between two vectors, with normal 'n'
/// as the rotation axis.
///
public static float AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
{
return Mathf.Atan2(
Vector3.Dot(n, Vector3.Cross(v1, v2)),
Vector3.Dot(v1, v2)) * Mathf.Rad2Deg;
}
已经测试过了,可以使用。
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