Get*_*awn 3 c# matrix quaternions unity-game-engine
我正在绘制两个线框球体,我想跟随玩家周围。然而,当玩家移动时,两个小玩意儿会跟随移动,而当我旋转时,只有其中一个小玩意儿会旋转。
损坏的 gizmo 代码如下所示,它的偏移量应该为 45:
void OnDrawGizmosSelected() {
Gizmos.color = new Color(1, 0, 0);
Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.x, transform.rotation.y + 45, transform.rotation.z), Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
}
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作为参考,这里是带有两个小玩意的整个块:
void OnDrawGizmosSelected() {
Gizmos.color = new Color(1, 0, 0);
// This one works
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
// This one does not work
Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.x, transform.rotation.y + 45, transform.rotation.z), Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
}
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Quaternion有 4 个分量,x、y、z 和 w。
仅仅将 x、y 和 z 输入Quaternion.Euler不会给您预期的结果。
相反,使用transform.rotation.eulerAngles
void OnDrawGizmosSelected()
{
Gizmos.color = new Color(1, 0, 0);
// This one works
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
// This one works now :)
Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y + 45, transform.rotation.eulerAngles.z), Vector3.one);
Gizmos.DrawWireSphere(Vector3.zero, 5f);
}
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编辑:
好的,Y 值已修复,但 X 和 Z 仍然损坏。他们移动,但方向不正确。
然后尝试
// This works even better
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one) * Matrix4x4.Rotate(Quaternion.Euler(0, 45, 0));
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