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;
}