1 // 已知方向,求物体的旋转 2 public static Quaternion GetRotation(Vector3 knownDirection) 3 { 4 knownDirection.Normalize(); 5 // Unity中的世界坐标系中,正前方通常为Vector3.forward (0, 0, 1) 6 Vector3 forward = Vector3.forward; 7 8 // 计算旋转轴(叉乘结果)和旋转角度(通过点乘) 9 Vector3 rotationAxis = Vector3.Cross(forward, knownDirection).normalized; 10 float angle = Mathf.Acos(Vector3.Dot(forward, knownDirection) / (forward.magnitude * knownDirection.magnitude)); 11 12 // 将轴角转换为四元数 13 Quaternion rotation = Quaternion.AngleAxis(angle * Mathf.Rad2Deg, rotationAxis); 14 15 // 输出四元数 16 //Debug.Log("Calculated Quaternion Rotation: " + rotation); 17 18 return rotation; 19 }
标签:Vector3,旋转,四元,Quaternion,计算,forward,rotation,knownDirection From: https://www.cnblogs.com/zerozabuu/p/18410653