forward | 要查看的方向。 |
upwards | 定义向上方向的向量。 |
使用指定的 forward
和 upwards
方向创建旋转。
Z axis will be aligned with forward
, X axis aligned with cross product between forward
and upwards
, and Y axis aligned with cross product between Z and X.
Returns identity if the magnitude of forward
is zero.
If forward
and upwards
are colinear, or if the magnitude of upwards
is zero, the result is the same as Quaternion.FromToRotation with fromDirection
set to the positive Z-axis (0, 0, 1) and toDirection
set to the normalized forwards
direction.
// You can also use transform.LookAt
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { Vector3 relativePos = target.position - transform.position;
// the second argument, upwards, defaults to Vector3.up Quaternion rotation = Quaternion.LookRotation(relativePos, Vector3.up); transform.rotation = rotation; } }
另请参阅:SetLookRotation。