# Unity中绕任意轴任意角度旋转向量

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   public static Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle)
{
Vector3 point = Quaternion.AngleAxis(angle, axis) * (position - center);
Vector3 resultVec3 = center + point;
return resultVec3;
}

using UnityEngine;
using System.Collections;

public class RotateTest : MonoBehaviour
{
public LineRenderer line1;
public LineRenderer line2;
public float angle = 30f;

private Vector3 v0;
private Vector3 v1;
private Vector3 v2;
private Vector3 v3;
private Vector3 v4;
private Vector3 vCenter;
void Start()
{
v0 = new Vector3(3f,0f,1f);
v1 = new Vector3(1f, 0f, 3f);
v2 = new Vector3(4f, 0f, 6f);
v3 = new Vector3(6f, 0f, 4f);
vCenter = new Vector3(2f, 0f, 2f);
}

// Use this for initialization
void Update ()
{
line1.SetVertexCount(5);
line1.SetPosition(0,v0);
line1.SetPosition(1,v1);
line1.SetPosition(2,v2);
line1.SetPosition(3,v3);
line1.SetPosition(4,v0);

line2.SetVertexCount(5);
Vector3 v01 = MathUtils.RotateRound(v0, vCenter, Vector3.up, angle);
Vector3 v11 = MathUtils.RotateRound(v1, vCenter, Vector3.up, angle);
Vector3 v21 = MathUtils.RotateRound(v2, vCenter, Vector3.up, angle);
Vector3 v31 = MathUtils.RotateRound(v3, vCenter, Vector3.up, angle);
Vector3 v41 = MathUtils.RotateRound(v4, vCenter, Vector3.up, angle);
line2.SetPosition(0, v01);
line2.SetPosition(1, v11);
line2.SetPosition(2, v21);
line2.SetPosition(3, v31);
line2.SetPosition(4, v01);
}
}

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