using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public GameObject cameraObject; public float cameraDistance;//the distance the camera should be palced from the palyer public float cameraHeight;//how heigh the camera should be private float cameraAngleToPlayer;// the current angle the camera is to the palyer private Vector3 tempVector; // the temporary vector we shall use for calcuations // Use this for initialization void Start () { } // Update is called once per frame void Update () { tempVector = Vector3.left; if(Input.GetKey ("left")) //rotation the angle based on input { cameraAngleToPlayer = cameraAngleToPlayer - (Time.deltaTime * 50f); }else if(Input.GetKey("right")){ cameraAngleToPlayer = cameraAngleToPlayer +(Time.deltaTime *50f); } Debug.Log("Quaternion:"+Quaternion.AngleAxis(90f,Vector3.up)+";tempVector:"+tempVector); tempVector = Quaternion.AngleAxis(cameraAngleToPlayer,Vector3.up)*tempVector;//We are now rotating the Vector around the vertical(y) axis by an angle specificed in the variable 'cameraAngleToPlayer' Debug.Log("tempVector after calculate:"+tempVector); Debug.DrawLine(transform.position,tempVector*10f,Color.yellow); cameraObject.transform.position = transform.position + (tempVector.normalized * cameraDistance) + new Vector3(0,cameraHeight,0); cameraObject.transform.rotation = Quaternion.LookRotation(transform.position - cameraObject.transform.position); } }
以上是繞cube旋轉攝像機的示例程式碼,這段程式碼拖到cube上。
Quaternion*Vector3的幾何意義
例如
Quaternion.AngleAxis(90f,Vector3.up)*Vector3.left
Quaternion:(0.0, 0.7, 0.0, 0.7);Vector3.left:(-1.0, 0.0, 0.0)
calculated:(0.0, 0.0, 1.0)
這樣我們得到了從(-1.0, 0.0, 0.0)繞y軸旋轉90°的新座標。