Vector3
- Angle
- ClampMagnitude
- Cross
- Distance
- Dot
- forward
- Lerp
- magnitude
- Max
- Min
- MoveTowards
- normalized
- Normalize
- one
- operator !=
- operator *
- operator +
- operator -
- operator /
- operator ==
- OrthoNormalize
- Project
- Reflect
- right
- RotateTowards
- Scale
- Slerp
- SmoothDamp
- sqrMagnitude
- this [int index]
- ToString
- up
- Vector3
- x
- y
- zero
- z
Vector3.Dot 点乘
static function Dot (lhs : Vector3, rhs : Vector3) : float
Description描述
Dot Product of two vectors.
两个向量的点乘积。
Returns lhs . rhs.
返回lhs . rhs。
For normalized vectors Dot returns 1 if they point in exactly the same direction; -1 if they point in completely opposite directions; and a number in between for other cases (e.g. Dot returns zero if vectors are perpendicular).
对于normalized向量,如果他们指向在完全相同的方向,Dot返回1。如果他们指向完全相反的方向,返回-1。对于其他的情况返回一个数(例如:如果是垂直的Dot返回0)。
For vectors of arbitrary length the Dot return values are similar: they get larger when the angle between vectors decreases.
对于任意长度的向量,Dot返回值是相同的:当向量之间的角度减小,它们得到更大的值。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform other;
void Update() {
if (typeof(other)) {
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 toOther = other.position - transform.position;
if (Vector3.Dot(forward, toOther) < 0)
print("The other transform is behind me!");
}
}
}
// detects if other transform is behind this object
//检测其他变换是否在这个物体的后面
var other : Transform;
function Update() {
if (other) {
var forward = transform.TransformDirection(Vector3.forward);
var toOther = other.position - transform.position;
if (Vector3.Dot(forward,toOther) < 0)
print ("The other transform is behind me!");
}
}
最后修改:2010年12月20日 Monday 21:40