public static Vector3 RotateTowards (Vector3 current, Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta);

参数

current要处理的向量。
target目标向量。
maxRadiansDelta此旋转允许的最大角度(以弧度为单位)。
maxMagnitudeDelta此旋转允许的最大矢量幅度变化。

返回

Vector3 RotateTowards 生成的位置。

描述

将向量 currenttarget 旋转。

该函数类似于 MoveTowards,但向量被视为方向而不是位置。 current 向量将朝 target 方向旋转 maxRadiansDelta 的角度, 但其将准确地落在目标上而不会超过目标。 如果 currenttarget 的大小不同,则在旋转期间对结果大小进行线性插值。 如果为 maxRadiansDelta 使用负值,则向量将朝远离 target 的方向旋转, 直到它指向完全相反的方向,然后停止。


另请参阅:Quaternion.RotateTowards

using UnityEngine;

// To use this script, attach it to the GameObject that you would like to rotate towards another game object. // After attaching it, go to the inspector and drag the GameObject you would like to rotate towards into the target field. // Move the target around in the scene view to see the GameObject continuously rotate towards it. public class Example : MonoBehaviour { // The target marker. public Transform target;

// Angular speed in radians per sec. public float speed = 1.0f;

void Update() { // Determine which direction to rotate towards Vector3 targetDirection = target.position - transform.position;

// The step size is equal to speed times frame time. float singleStep = speed * Time.deltaTime;

// Rotate the forward vector towards the target direction by one step Vector3 newDirection = Vector3.RotateTowards(transform.forward, targetDirection, singleStep, 0.0f);

// Draw a ray pointing at our target in Debug.DrawRay(transform.position, newDirection, Color.red);

// Calculate a rotation a step closer to the target and applies rotation to this object transform.rotation = Quaternion.LookRotation(newDirection); } }
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