unity 方向转换用法汇总

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class quaternionapidemo : MonoBehaviour
{

    public GameObject Gametargrt;
    public GameObject Gamesouce;
    private void OnGUI()
    {
        if (GUILayout.Button("当前物体转向某物体"))
        {

            // Vector3 vector3 = new Vector3(0, 0, 0);
            // 1:欧拉角-》四元数
            // Quaternion quaternion = Quaternion.Euler(vector3);
            // 2: 四元数-》欧拉角
            // Quaternion qt = this.transform.rotation;
            //  Vector3 vector31 = qt.eulerAngles;
            // 3:轴角的旋转
            // Quaternion quaternion1 = Quaternion.AngleAxis(50, Vector3.up);
            // this.transform.rotation = quaternion1;
            //4 z轴指向某个方向 注释旋转
            // 当前物体转向某物体

            Quaternion dir = Quaternion.LookRotation(Gametargrt.transform.position, Gamesouce.transform.position);
            Gametargrt.transform.rotation = dir;
            // 等效方法  Gametargrt.transform.LookAt(Gametargrt.transform.position); 
        }
        if (GUILayout.RepeatButton("非匀速物体匀速"))
        {
            Quaternion dir = Quaternion.LookRotation(Gametargrt.transform.position, Gamesouce.transform.position);
            //非匀速(差值旋转)
            //Gametargrt.transform.rotation = Quaternion.Lerp(Gametargrt.transform.rotation,dir,0.1f);
            //匀速旋转
            Gametargrt.transform.rotation = Quaternion.RotateTowards(Gametargrt.transform.rotation, dir, 0.1f);
            //判斷角度差
            float jdcha = Quaternion.Angle(Gametargrt.transform.rotation, Gamesouce.transform.rotation);
            Quaternion d = Quaternion.identity;
        }
        //修改当前方向
        this.transform.right = Gametargrt.transform.position - Gamesouce.transform.position;

        //x轴方向注视物体
        Quaternion dir2 = Quaternion.FromToRotation(Vector3.right, Gametargrt.transform.position - Gamesouce.transform.position);
        Gametargrt.transform.rotation = dir2;
         
    }


}

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