Quaternion.operator * 运算符 乘法
static operator * (lhs : Quaternion, rhs : Quaternion) : Quaternion
Description描述
Combines rotations lhs and rhs.
组合旋转lhs和rhs。
Rotating a point first with lhs and then with rhs is the same as rotating the point by the combined rotation. Note that rotations are not commutative: lhs * rhs does not equal to rhs * lhs.
旋转一个点,首先用lhs,然后用rhs旋转,与使用组合旋转相同。注意旋转不可交换: lhs*rhs不等于rhs*lhs.
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform extraRotation;
public void Awake() {
transform.rotation *= extraRotation.rotation;
}
}
// Applies the rotation of
// extraRotation to the current rotation
//应用extraRotation的旋转给当前旋转
var extraRotation : Transform;
transform.rotation *= extraRotation.rotation;
• static operator * (rotation : Quaternion, point : Vector3) : Vector3
Description描述
Rotates the point point with rotation.
用rotation旋转point点。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Vector3 relativeDirection = Vector3.forward;
void Update() {
Vector3 absoluteDirection = transform.rotation * relativeDirection;
transform.position += absoluteDirection * Time.deltaTime;
}
}
// Moves the object along relativeDirection
// Usually you would use transform.Move for this
//沿着relativeDirection移动物体
//通常你应该使用transform.Move移动
var relativeDirection = Vector3.forward;
function Update () {
var absoluteDirection = transform.rotation * relativeDirection;
transform.position += absoluteDirection * Time.deltaTime;
}
最后修改:2011年1月16日 Sunday 16:03