Unity LookAt,而是将整个 body 旋转到 3d space 方向

Unity LookAt, but instead rotate entire body towards direction in 3d space

浪费了很多时间试图弄清楚轮换和寻找答案,但无法找到适合我的问题的任何东西。我需要将整个游戏对象旋转到特定方向而不是沿 y 轴旋转:

1) 在 Quaternion.LookRotation 内或由 Atan2 给定方向时 object 当前如何旋转。 2,3) 应该如何旋转的例子。红色 ot 表示旋转发生的枢轴点

没有太多代码可以显示,因为除了旋转的 gameObject 转换和旋转 gameObject 的方向之外没有太多内容。

根据要求

[System.Serializable]
public class ToRotate
{
    //Object which will be rotated by the angle
    public GameObject gameObject;
    //Object last known position of this object. The object is rotated towards it's last global position
    private Vector3 lastPosition;

    //Initializes starting world position values to avoid a strange jump at the start.
    public void Init()
    {
        if (gameObject == null)
            return;

        lastPosition = gameObject.transform.position;
    }

    //Method which updates the rotation
    public void UpdateRotation()
    {
        //In order to avoid errors when object given is null.
        if (gameObject == null)
            return;
        //If the objects didn't move last frame, no point in recalculating and having a direction of 0,0,0
        if (lastPosition == gameObject.transform.position)
            return;

        //direction the rotation must face
        Vector3 direction = (lastPosition - gameObject.transform.position).normalized;

        /* Code that modifies the rotation angle is written here */

        //y angle
        float angle = Mathf.Rad2Deg * Mathf.Atan2(direction.x, direction.z);

        Quaternion rotation = Quaternion.Euler(0, angle, 0);
        gameObject.transform.rotation = rotation;

        lastPosition = gameObject.transform.position;
    }
}

由于希望物体的局部向下指向一个计算好的方向,同时尽量保持物体的局部不变,我将使用 Vector3.Cross to find the cross product of that down and right to determine the direction the object's local forward should face, then use Quaternion.LookRotation 来获得相应的旋转:

//Method which updates the rotation
public void UpdateRotation()
{
    //In order to avoid errors when object given is null.
    if (gameObject == null)
        return;
    //If the objects didn't move last frame, no point in recalculating and having a direction of 0,0,0
    if (lastPosition == transform.position)
        return;

    //direction object's local down should face
    Vector3 downDir = (lastPosition - transform.position).normalized;

    // direction object's local right should face
    Vector3 rightDir = transform.right;

    // direction object's local forward should face
    Vector3 forwardDir = Vector3.Cross(downDir, rightDir);

    transform.rotation = Quaternion.LookRotation(forwardDir, -downDir);

    lastPosition = transform.position;
}