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  • unity3d角度偏移計(jì)算方法

    2019/4/9??????點(diǎn)擊:
    using UnityEngine;
    using System.Collections;
     
    public class UserAnimatorMove : MonoBehaviour
    {
        private Vector3 oldVector3;
        private Vector3 newVector3;
        private Quaternion oldQuaternion;
        private Vector3 newRotatinForward;
        void Start()
        {
    
        }
        void Update()
        {
            if (Input.GetKeyDown(KeyCode.F1))
            {
     
                oldVector3 = this.transform.position;
                oldQuaternion = this.transform.rotation;
            }
            if (Input.GetKeyDown(KeyCode.F2))
            {
                StartCoroutine(MovePoint());
            }
        }
        private IEnumerator MovePoint()
        {
            //    oldVector3 = this.transform.position;
            //   oldQuaternion = this.transform.rotation;
            yield return new WaitForSeconds(0.2f);
            newVector3 = this.transform.position;
            newRotatinForward = this.transform.forward;
     
            float lenth = Vector3.Distance(oldVector3, newVector3);
            Vector3 velocity = Quaternion.Inverse(oldQuaternion) * newRotatinForward;
            float angle = Mathf.Atan2(velocity.x, velocity.z) * 180.0f / 3.14159f;
            Debug.Log(angle);//新的方向相對(duì)舊的方向的偏轉(zhuǎn)角度
        }
    }