实现物体绕不同轴旋转,并可以外部调用的函数
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实现物体绕不同轴旋转,并可以外部调用的函数
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第一個文件,聲明枚舉類型,分別為均勻變化和加速變化
| 1 2 3 4 5 6 7 8 | using?UnityEngine; using?System.Collections; public?enum?CTRotationType { ????Uniform, ????AccelerateUniformly } |
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第二個文件:主函數,實現圍繞軸變化的兩個函數,分別為均勻變化和加速變化
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 | using?UnityEngine; using?System.Collections; public?class?CTRotation : MonoBehaviour { ?// Use this for initialization ?void?Start () { ?? ?} ?? ?// Update is called once per frame ?void?Update () { ????????if?(isRotating) ????????{ ????????????executeRotate(); ????????} ????} ????bool?isRotating = false; ????Quaternion definedRotation = new?Quaternion(0, 0, 0,0); ?? ????Vector3 rotateVector = new?Vector3(1,0,0); ?? ????float?rotateVelocity = 0; ?? ?float?accelerateDuration = 0; ?float?leftDuration = 0; ?float?rotateDuration = 0; ?? ????int?rotateAxis = 0; ?float?angleRange = 0; ?float?deltaRotate = 0;//0; ?? ?? ?// acceleration when it is in the accelerating process. ????float?rotateAcceleration = 0; ????CTRotationType rotateType; ?? ?//int RotateType = 0; ????private?void?initRotateArgument( float?_initAngleRange, int?_initRotateAxis, float?_initRotateDuration) ????{ ??rotateAxis = _initRotateAxis; ????????rotateDuration = _initRotateDuration; ????????leftDuration = _initRotateDuration; ??angleRange = _initAngleRange; ??rotateType = CTRotationType.Uniform; ????} ????public?void?RotateTo(float?_angleRange, int?_axis, float?_duration) ????{ ??print("in the rotateto"); ????????isRotating = false; ????????rotateType = CTRotationType.Uniform; ??//RotateType = 0; ??? ??initRotateArgument(_angleRange, _axis, _duration); ??? ??switch(rotateAxis) ??{ ???case?0: //rotate around X axis ???{ ????rotateVector = Vector3.right; ????break; ???} ???case?1://rotate around Y axis ???{ ????rotateVector = Vector3.up; ????break; ???} ???case?2://rotate around Z axis ???{ ????rotateVector = Vector3.forward; ????break; ???} ???default: ????break; ??} ??? ??deltaRotate = angleRange/rotateDuration; ??? ????????isRotating = true; ????} ????public?void?RotateTo(float?_angleRange, int?_axis, float?_duration, float?_accelerateDuration) ????{ ????????isRotating = false; ????????rotateType = CTRotationType.AccelerateUniformly; ??//RotateType = 1; ??rotateAcceleration = 1/((rotateDuration - accelerateDuration)*accelerateDuration); ????????initRotateArgument(_angleRange, _axis, _duration); ??? ??switch(rotateAxis) ??{ ???case?0: //rotate around X axis ???{ ????rotateVector = Vector3.right; ????break; ???} ???case?1://rotate around Y axis ???{ ????rotateVector = Vector3.up; ????break; ???} ???case?2://rotate around Z axis ???{ ????rotateVector = Vector3.forward; ????break; ???} ???default: ????break; ??} ????????accelerateDuration = _accelerateDuration; ??? ?????//?? deltaRotate = angleRange/(_duration - _accelerateDuration*2); ????????isRotating = true; ????} ????void?executeRotate() ????{ ????????switch?(rotateType) ????????{ ????????????//case 0://CTMoveType.Uniform: ???case?CTRotationType.Uniform: ????????????????uniformRotate(); ????????????????break; ????????????//case 1://CTMoveType.AccelerateUniformly: ???case?CTRotationType.AccelerateUniformly: ????????????????accelerateRotate(); ????????????????break; ????????} ???????? ????????leftDuration -= Time.deltaTime; ???????/* if (leftDuration <= 0) ????????{ ????????????transform.position = targetPosition; ????????????isMoving = false; ????????}*/ ????} ????private?void?accelerateRotate() ????{ ??print(leftDuration); ????????if?(leftDuration > (rotateDuration - accelerateDuration)) ????????{ ???rotateVelocity = (float)((angleRange*(rotateDuration - leftDuration))*rotateAcceleration); ??????????//? transform.Rotate(rotateVelocity * Time.deltaTime*rotateVector, Space.World); ???transform.Rotate(rotateVelocity * rotateVector*Time.deltaTime, Space.World); ????????} ????????else?if?(leftDuration > accelerateDuration) ????????{ ???rotateVelocity = (float)((angleRange*accelerateDuration)*rotateAcceleration); ????????????transform.Rotate(rotateVelocity*rotateVector*Time.deltaTime, Space.World); ????????} ????????else?if?(leftDuration > 0) ????????{ ???rotateVelocity= (float)((angleRange*leftDuration)*rotateAcceleration); ???transform.Rotate(rotateVelocity*rotateVector*Time.deltaTime, Space.World); ????????} ??else ???isRotating = false; ????} ????private?void?uniformRotate() ????{ ??print(leftDuration); ??//if(leftDuration) ??if(leftDuration > 0) ??{ ???transform.Rotate(rotateVector*deltaRotate*Time.deltaTime, Space.World); ???//transform.Rotate(rotateVector * Time.deltaTime*deltaRotate, Space.World); ??} ??else ???isRotating = false; ????} } |
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第三個文件,測試腳本
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 | using?UnityEngine; using?System.Collections; public?class?TestRotationScript : MonoBehaviour { ?// Use this for initialization ?void?Start () { ?? ?} ?? ?// Update is called once per frame ?void?Update () { ??????? ?} ?void?OnGUI () ????{ ??CTRotation ttscript; ??CTChangeAlpha colorScript; ??GameObject testObject = GameObject.Find("TestCube"); ????????//Component testObjectScript = testObject.GetComponent("CRotation"); ????????ttscript = (CTRotation)testObject.GetComponent("CTRotation"); ??colorScript = (CTChangeAlpha)testObject.GetComponent("CTChangeAlpha"); ??? ???if?(GUI.Button (new?Rect (20,40,80,20), "UniRotate")) { ???????ttscript.RotateTo(3600f, 2, 2f); ??} ??? ???if(GUI.Button(new?Rect(20,60,80,20),"AccRotate")){ ??ttscript.RotateTo(3600f, 2, 2f, 0.5f); ???} ??? ????if(GUI.Button(new?Rect(20,80,80,20),"Color")){ ?????colorScript.ColorTo(2,5.0f); ????} ????} } |
其中:第一個和第二腳本賦給目標物體;第三個腳本賦給任何一個物體作為測試物體使用
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代碼目的是方便外部調用和函數重用;注意isRotating參數的使用
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