Four--consists of 4 components of x, Y, Z and W, which belong to the struct type
The selection angle used to store and represent objects
Eulerangles Properties--Euler's Corner
The transform of the Gameobject object is the order of the Euler angle, which rotates the corresponding angle around the z-axis, rotates the corresponding angle around the x-axis, and the last y-axis-the final state of the different rotation order.
Using unityengine;using System.collections;public class eulerangle_ts:monobehaviour{public Transform A, B; Quaternion rotations=quaternion.identity; Vector3 eulerangle = Vector3.zero; float speed = 10.0f; void Update () { ///The first method assigns quaternion to transform rotation rotations.eulerangles = new Vector3 (0.0f, Speed * time.time, 0.0f); A.rotation = rotations; The second way, the three-dimensional vector represents the Euler angle directly assigned to the transform eulerangles eulerangle = new Vector3 (0.0f, Speed * time.time, 0.0f); B.eulerangles = Eulerangle; }}
setfromtorotation--Creating an Rotation instance
Used to create a rotation from fromdirection to Todirection
cannot be set directly using the Transform.rotation.setFromToRotation (V1,v2) method, only the instantiated quaternion are assigned to Transform.rotation
Using unityengine;using System.collections;public class Setfromtorotation_ts:monobehaviour {public Transform A, B , C; quaternion q1 = quaternion.identity;void Update () { //cannot be used directly c.rotation.setfromtorotation (a.position,b.position) ; Q1. Setfromtorotation (a.position,b.position); c.rotation = Q1; Debug.drawline (vector3.zero,a.position,color.red); Debug.drawline (Vector3.zero, b.position, color.green); Debug.drawline (C.position, C.position+new Vector3 (0.0f,1.0f,0.0f), color.black); Debug.drawline (C.position, C.transformpoint (vector3.up*1.5f), Color.yellow);}}
setlookrotation--Setting the orientation of the quaternion instance
quaternion q1 = quaternion.identity;
Q1. Setlookrotation (V1,V2);
Transform.rotation = Q1;
The Transform.forward direction is the same as the V1 direction
Transform.right perpendicular to Vector3.zero, V1 and V2, the 3-point plane
Can not be used directly using Transform.rotation.SetLookRotation (V1,V2), you should instantiate a quaternion and then use Setlookrotation The last assignment to Transform.rotation
The angular axis representation of a toangleaxis--quaternion instance
This method is usually used in conjunction with the static method Angleaxis (Angle:float, Axis:vector3), so that the rotation of an object remains consistent with the rotation of another object
Angle between angle--quaternion instances
Used to return the angle from parameter A to parameter B transformation--The angle returned is not the angle of a local axis to the transformation, but rather the Gameobject object from state A to State B to make the minimum angle required to be rotated
dot--Point Multiply
euler--four-dollar number of Euler angles
Returns a four-tuple instance of the Euler angle Vector3
Fromtorotation--quaternion Transform
inverse--Value of Reverse quaternion
lerp--linear interpolation
lookrotation--Setting the orientation of the quaternion
slerp--spherical interpolation
Unity API Parsing (8)--quaternion class