• Unity中location和rotation赋值和更改


    Unity中location可以和Vector3向量相加减和 通过new Vector3更改位置。如:

    public Vector3 cubeposition = new Vector3(0,0,0);

    cubeposition = new Vector3(Xadjustposition, Yadjustposition, Zadjustposition);
     GameObject.Find("newcube").transform.position = cubeposition;

    但rotation不行,要用Quaternion.Euler赋值的办法才能赋值或更改角度。如:

    public Quaternion cuberotation = Quaternion.identity;//四元素初始化只能这样

    cuberotation = Quaternion.Euler(Xadjustrotation, Yadjustrotation, Zadjustrotation);

    GameObject.Find("newcube").transform.localRotation=cuberotation;

    或者GameObject.Find("newcube").transform.localRotation=Quaternion.Euler(Xadjustrotation, Yadjustrotation, Zadjustrotation);

    综合:

    GameObject.Find("newcube").transform.localPosition = cuberotation * new Vector3(translation.y, translation.z, -translation.x) + cubeposition;

    下面是更完整一点儿的摘抄:

    float Xadjustposition, Yadjustposition, Zadjustposition, Xadjustrotation, Yadjustrotation, Zadjustrotation;
     public Vector3 cubeposition = new Vector3(0,0,0);
     public Quaternion cuberotation = Quaternion.identity;//四元素初始化只能这样

     Matrix4x4 matrix = new Matrix4x4();
                  matrix.SetRow(0, new Vector4(m[3], m[6], m[9], m[12] / scaleMultiplier));//经过实际测试前三个都是0,从第四个开始才跟transform中的数据一样,跟openIGTLink官方的协议说明不同,按实际的来,所以从m[3]开始
                    matrix.SetRow(1, new Vector4(m[4], m[7], m[10], m[13] / scaleMultiplier));
                    matrix.SetRow(2, new Vector4(m[5], m[8], m[11], m[14] / scaleMultiplier));
                    matrix.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));

    Vector3 eulerAngles = matrix.rotation.eulerAngles;
     GameObject.Find("newcube").transform.localRotation = Quaternion.Euler(eulerAngles.x, -eulerAngles.y, -eulerAngles.z);

     Vector3 markerposition = GameObject.Find("ImageTarget2").transform.position;//ImageTarget2 
     Quaternion markerrotation = GameObject.Find("ImageTarget2").transform.rotation;

    cubeposition = markerposition + markerrotation * new Vector3(0, -0.03f, -0.114f);

    cubeposition = markerposition + markerrotation * (cubeposition - markerposition);//此句虽然是用的向量加旋转,但依然是眼镜获得的两个全局值再运算,跟上面一个效果,多一层误差。
       

     public void XpositionPlus()
        {
           
            float result = 0;
            string textValue = XpositionInput.GetComponent().text;
            result = float.Parse(textValue);
            Xadjustposition = Xadjustposition + result / 1000;
            cubeposition = new Vector3(Xadjustposition, Yadjustposition, Zadjustposition);
            GameObject.Find("newcube").transform.position = cubeposition;
        }   

    //以下是rotation
        public void XrotationPlus()
        {
            
            float result = 0;
            string textValue = XrotationInput.GetComponent().text;
            result = float.Parse(textValue);
            Xadjustrotation = Xadjustrotation + result;
            cuberotation = Quaternion.Euler(Xadjustrotation, Yadjustrotation, Zadjustrotation);

            GameObject.Find("newcube").transform.localRotation=cuberotation;
        }

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  • 原文地址:https://blog.csdn.net/weixin_44345862/article/details/126289415