Version: 2023.2
언어: 한국어

Quaternion

struct in UnityEngine

매뉴얼로 전환

설명

Quaternions are used to represent rotations.

A quaternion is a four-tuple of real numbers {x,y,z,w}. A quaternion is a mathematically convenient alternative to the euler angle representation. You can interpolate a quaternion without experiencing gimbal lock. You can also use a quaternion to concatenate a series of rotations into a single representation.

Unity internally uses Quaternions to represent all rotations.

In most cases, you can use existing rotations from methods such as Transform.localRotation or Transform.rotation to construct new rotations. For example, use existing rotations to smoothly interpolate between two rotations. The most used Quaternion functions are as follows: Quaternion.LookRotation, Quaternion.Angle, Quaternion.Euler, Quaternion.Slerp, Quaternion.FromToRotation, and Quaternion.identity.

You can use the Quaternion.operator * to rotate one rotation by another, or to rotate a vector by a rotation.

Note that Unity expects Quaternions to be normalized.

정적 변수

identityThe identity rotation (Read Only).

변수

eulerAnglesReturns or sets the euler angle representation of the rotation in degree.
normalizedReturns this quaternion with a magnitude of 1 (Read Only).
this[int]Access the x, y, z, w components using [0], [1], [2], [3] respectively.
wW component of the Quaternion. Do not directly modify quaternions.
xX component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
yY component of the Quaternion. Don't modify this directly unless you know quaternions inside out.
zZ component of the Quaternion. Don't modify this directly unless you know quaternions inside out.

생성자

QuaternionConstructs new Quaternion with given x,y,z,w components.

Public 함수

SetSet x, y, z and w components of an existing Quaternion.
SetFromToRotationCreates a rotation which rotates from fromDirection to toDirection.
SetLookRotationCreates a rotation with the specified forward and upwards directions.
ToAngleAxisConverts a rotation to angle-axis representation (angles in degrees).
ToStringReturns a formatted string for this quaternion.

정적 함수

AngleReturns the angle in degrees between two rotations a and b. The resulting angle ranges from 0 to 180.
AngleAxisCreates a rotation which rotates angle degrees around axis.
DotThe dot product between two rotations.
EulerReturns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order.
FromToRotationCreates a rotation from fromDirection to toDirection.
InverseReturns the Inverse of rotation.
LerpInterpolates between a and b by t and normalizes the result afterwards.
LerpUnclampedInterpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.
LookRotationCreates a rotation with the specified forward and upwards directions.
NormalizeConverts this quaternion to one with the same orientation but with a magnitude of 1.
RotateTowardsRotates a rotation from towards to.
SlerpSpherically linear interpolates between unit quaternions a and b by a ratio of t.
SlerpUnclampedSpherically linear interpolates between unit quaternions a and b by t.

연산자

operator *Combines rotations lhs and rhs.
operator ==Are two quaternions equal to each other?
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961