Unity:以 45 的偏移量旋转 gizmo

Unity: Rotate gizmo with an offset of 45

我正在绘制两个线框球体,我想跟随玩家四处走动。当玩家移动时,两个小工具会随之移动,但是,当我旋转时,只有一个小工具会旋转。

损坏的 gizmo 代码如下所示,它的偏移量应为 45:

void OnDrawGizmosSelected() {
  Gizmos.color = new Color(1, 0, 0);

  Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.x, transform.rotation.y + 45, transform.rotation.z), Vector3.one);
  Gizmos.DrawWireSphere(Vector3.zero, 5f);
}

这里是包含两个 gizmo 的整个方块供参考:

void OnDrawGizmosSelected() {
  Gizmos.color = new Color(1, 0, 0);
  // This one works
  Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
  Gizmos.DrawWireSphere(Vector3.zero, 5f);

  // This one does not work
  Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.x, transform.rotation.y + 45, transform.rotation.z), Vector3.one);
  Gizmos.DrawWireSphere(Vector3.zero, 5f);
}

默认不旋转(我希望它在旋转时保持不动)

绕 Y 轴旋转

Quaternion 有 4 个分量,x、y、z 和 w。

仅将 x、y 和 z 放入 Quaternion.Euler 不会给您预期的结果。

而是使用 transform.rotation.eulerAngles

void OnDrawGizmosSelected()
{
    Gizmos.color = new Color(1, 0, 0);
    // This one works
    Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one);
    Gizmos.DrawWireSphere(Vector3.zero, 5f);

    // This one works now :)
    Gizmos.matrix = Matrix4x4.TRS(transform.position, Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y + 45, transform.rotation.eulerAngles.z), Vector3.one);
    Gizmos.DrawWireSphere(Vector3.zero, 5f);
}

编辑:

Okay, that fixes the Y value, but X and Z are still broken. They move but not in the proper direction.

那就试试

    // This works even better
    Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one) * Matrix4x4.Rotate(Quaternion.Euler(0, 45, 0));