Unity 四元数与欧拉角的相互转换及推导
一、四元数与欧拉角的转换
先说结论:
具体推到过程参考: https://blog.csdn.net/qq1545372477/article/details/78440806
将欧拉角转换为四元数:
public Quaternion EularToQuaternion(float xx,float yy,float zz) {
float X = xx / 180 * Mathf.PI;
float Y = yy / 180 * Mathf.PI;
float Z = zz / 180 * Mathf.PI;
float x = Mathf.Cos(Y / 2) * Mathf.Sin(X / 2) * Mathf.Cos(Z / 2) + Mathf.Sin(Y / 2) * Mathf.Cos(X / 2) * Mathf.Sin(Z / 2);
float y = Mathf.Sin(Y / 2) * Mathf.Cos(X / 2) * Mathf.Cos(Z / 2) - Mathf.Cos(Y / 2) * Mathf.Sin(X / 2) * Mathf.Sin(Z / 2);
float z = Mathf.Cos(Y / 2) * Mathf.Cos(X / 2) * Mathf.Sin(Z / 2) - Mathf.Sin(Y / 2) * Mathf.Sin(X / 2) * Mathf.Cos(Z / 2);
float w = Mathf.Cos(Y / 2) * Mathf.Cos(X / 2) * Mathf.Cos(Z / 2) + Mathf.Sin(Y / 2) * Mathf.Sin(X / 2) * Mathf.Sin(Z / 2);
Quaternion quataion = new Quaternion(x, y, z, w);
return quataion;
}
二、关于rotation、localRotation、eulerAngles、localEulerAngles之间的关系
transform.rotation:物体旋转角度的四元数(受父物体影响)
transform.localRotation:物体旋转角度的四元数(不受父物体影响)
transform.eulerAngles:物体旋转角度,(Inspector面板中Rotation显示的数,受父物体影响)
transform.localEulerAngles:物体旋转角度,(Inspector面板中Rotation显示的数,不受父物体影响)