Unity中绕任意轴任意角度旋转向量

游戏中有一需求,就是一个矩形或者Cube绕着某一点旋转任意角度,现在给出下面算法。

   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;
    }

测试用例

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);
	}
}

效果图


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