baobao
8/3/2015 - 12:18 PM

quaternion.cs

using UnityEngine;
using System.Collections;

public class VerifyQuaternion : MonoBehaviour
{
	public Vector3 vec;
	public float rot = 0;
	public Transform cube;
	public Transform sphere;
	// Use this for initialization
	void Start ()
	{
		/*
//		Quaternion.Angle (qa, qb);
//		Quaternion.AngleAxis (angle, axis);
//		Quaternion.Dot (qa, qb)
//		Quaternion.Euler (vec3); or x, y, z
//		Quaternion.FromToRotation ();	// 回転差分を算出する
		Quaternion.Inverse ()
		Quaternion.Lerp;
		Quaternion.LookRotation;
		Quaternion.RotateTowards;
		Quaternion.Slerp;

		Quaternion.identity;
		Quaternion.kEpsilon;
		*/
		Application.targetFrameRate = 60;
	}
	
	// Update is called once per frame
	void Update ()
	{
//		Vector3.RotateTowards
//		rot++;
//		cube.rotation = Quaternion.LookRotation (vec);
//		cube.rotation = Quaternion.AngleAxis (rot, vec);
		// vは0〜1
//		v += 0.001f;
//		sphere.transform.localPosition = Vector3.Slerp (Vector3.zero, new Vector3 (2f, 0), v);
//		cube.transform.localPosition = Vector3.Lerp (Vector3.zero, new Vector3 (2f, 0), v);
		a += Mathf.Deg2Rad * 10f;
		aa = new Vector3 (Mathf.Cos (a) * 4f, 0, Mathf.Sin (a) * 2f);
		cube.transform.localPosition = aa;
		cube.localRotation = Quaternion.LookRotation (Vector3.zero - cube.localPosition);

	}

	public Vector3 aa;

	float a = 0;

	public float v;
}