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      1. Unity - 任意角度之间的夹子旋转

        Unity - Clamp Rotation between arbitrary angles(Unity - 任意角度之间的夹子旋转)
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                1. 本文介绍了Unity - 任意角度之间的夹子旋转的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!

                  问题描述

                  我有一个任务,我必须在其他两个角度之间夹一个角度.

                  I have a task where I have to clamp an angle between other two angle.

                  问题是限制可以是 >360 或 <0

                  The catch is that the limits can be >360 or <0

                  (例如 [-45,45] 或 [275,45]).

                  (ex. [-45,45] or [275,45]).

                  考虑到所有特殊情况,有没有一种干净的方法来做到这一点?案例?

                  Is there a clean way to do this taking into account all the special cases?

                  (例如,范围 [-45,45] 和 225 的输入角度应为 -45).

                  (ex. range [-45,45] and input angle of 225 should be -45).

                  提前致谢!附言我正在使用统一,所以我手头有所有默认的四元数方法.

                  Thanks in advance! P.S. I am using unity, so I have all the default Quaternion methods at hand.

                  当前代码:

                    Quaternion inputAngle = Quaternion.identity;
                              if (Character.IsFacingRight)
                                  inputAngle = Quaternion.FromToRotation(forwardVector, playerInput);
                              else
                                  inputAngle = Quaternion.FromToRotation(playerInput, forwardVector);
                              Quaternion minAngle = Quaternion.Euler(0F, 0F, addedForce.force.angle);
                              Quaternion angleRange = Quaternion.Euler(0F, 0F, addedForce.force.angleRange);
                              Quaternion maxAngle = angleRange * minAngle;
                  
                              // var yaw = Math.Atan2(2.0 * (inputAngle.y * inputAngle.z + inputAngle.w * inputAngle.x), inputAngle.w * inputAngle.w - inputAngle.x * inputAngle.x - inputAngle.y * inputAngle.y + inputAngle.z * inputAngle.z);
                              // var pitch = Math.Asin(-2.0 * (inputAngle.x * inputAngle.z - inputAngle.w * inputAngle.y));
                              float roll = (float)Math.Atan2(2.0 * (inputAngle.x * inputAngle.y + inputAngle.w * inputAngle.z), inputAngle.w * inputAngle.w + inputAngle.x * inputAngle.x - inputAngle.y * inputAngle.y - inputAngle.z * inputAngle.z);
                  
                              Quaternion correctedRotation = Quaternion.Euler(0F, 0F, roll / Mathf.PI * 180F);
                  
                              float endAngleZ = ClampRotation2(correctedRotation.eulerAngles.z, minAngle.eulerAngles.z, maxAngle.eulerAngles.z);
                  
                              Quaternion endAngle = Quaternion.Euler(0F, 0F, endAngleZ);
                  

                  夹具旋转2:

                  public static float ClampRotation2(float angle, float min, float max)
                  {
                      if (angle < 0) angle += 360;
                  
                      if (max < 0) max += 360;
                  
                      if (min < 0) min += 360;
                      if (min > max) min -= 360;
                  
                      return Mathf.Clamp(angle, min, max);
                  }
                  

                  推荐答案

                  好的,所以我找到了在所有情况下都能正确夹角的解决方案,

                  OK, so I found the solution which clamps the angle correctly in all cases,

                  Quaternion.Angle() 带给你我呈现:

                  Quaternion inputAngle = Quaternion.identity;
                              if (Character.IsFacingRight)
                                  inputAngle = Quaternion.FromToRotation(forwardVector, playerInput);
                              else
                                  inputAngle = Quaternion.FromToRotation(playerInput, forwardVector);
                              Quaternion minAngle = Quaternion.Euler(0F, 0F, addedForce.force.angle);
                              Quaternion angleRange = Quaternion.Euler(0F, 0F, addedForce.force.angleRange);
                              Quaternion maxAngle = angleRange * minAngle;
                  
                              float roll = (float)Math.Atan2(2.0 * (inputAngle.x * inputAngle.y + inputAngle.w * inputAngle.z), inputAngle.w * inputAngle.w + inputAngle.x * inputAngle.x - inputAngle.y * inputAngle.y - inputAngle.z * inputAngle.z);
                              float correctedRotation = roll / Mathf.PI * 180F;
                  
                              float minAngleF = minAngle.eulerAngles.z;
                              float maxAngleF = maxAngle.eulerAngles.z;
                  
                              if (correctedRotation < 0) correctedRotation += 360;
                  
                              if (maxAngleF < 0) maxAngleF += 360;
                  
                              if (minAngleF < 0) minAngleF += 360;
                              if (minAngleF > maxAngleF) minAngleF -= 360;
                  
                              if (correctedRotation < minAngleF || correctedRotation > maxAngleF)
                              {
                                  float rotationToMax = Quaternion.Angle(Quaternion.Euler(0F, 0F, correctedRotation), Quaternion.Euler(0F, 0F, maxAngleF));
                                  float rotationToMin = Quaternion.Angle(Quaternion.Euler(0F, 0F, correctedRotation), Quaternion.Euler(0F, 0F, minAngleF));
                                  if (Mathf.Abs(rotationToMax) < Mathf.Abs(rotationToMin))
                                      correctedRotation = maxAngleF;
                                  else
                                      correctedRotation = minAngleF;
                              }
                              Quaternion endAngle = Quaternion.Euler(0F, 0F, correctedRotation);
                  

                  这篇关于Unity - 任意角度之间的夹子旋转的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持跟版网!

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