Unity - 夹住任意角度之间的旋转

2023-12-01

我有一项任务,必须在其他两个角度之间夹住一个角度。

问题是限制可以 >360 或

(例如 [-45,45] 或 [275,45])。

考虑到所有特殊情况,有没有一种干净的方法可以做到这一点 案例?

(例如范围 [-45,45] 和输入角度 225 应为 -45)。

提前致谢! 附:我使用的是 unity,所以我手头有所有默认的四元数方法。

当前代码:

  Quaternion inputAngle = Quaternion.identity;
            if (Character.IsFacingRight)
                inputAngle = Quaternion.FromToRotation(forwardVector, playerInput);
            else
                inputAngle = Quaternion.FromToRotation(playerInput, forwardVector);
            Quaternion minAngle = Quaternion.Euler(0F, 0F, addedForce.force.angle);
            Quaternion angleRange = Quaternion.Euler(0F, 0F, addedForce.force.angleRange);
            Quaternion maxAngle = angleRange * minAngle;

            // var yaw = Math.Atan2(2.0 * (inputAngle.y * inputAngle.z + inputAngle.w * inputAngle.x), inputAngle.w * inputAngle.w - inputAngle.x * inputAngle.x - inputAngle.y * inputAngle.y + inputAngle.z * inputAngle.z);
            // var pitch = Math.Asin(-2.0 * (inputAngle.x * inputAngle.z - inputAngle.w * inputAngle.y));
            float roll = (float)Math.Atan2(2.0 * (inputAngle.x * inputAngle.y + inputAngle.w * inputAngle.z), inputAngle.w * inputAngle.w + inputAngle.x * inputAngle.x - inputAngle.y * inputAngle.y - inputAngle.z * inputAngle.z);

            Quaternion correctedRotation = Quaternion.Euler(0F, 0F, roll / Mathf.PI * 180F);

            float endAngleZ = ClampRotation2(correctedRotation.eulerAngles.z, minAngle.eulerAngles.z, maxAngle.eulerAngles.z);

            Quaternion endAngle = Quaternion.Euler(0F, 0F, endAngleZ);

夹紧旋转2:

public static float ClampRotation2(float angle, float min, float max)
{
    if (angle < 0) angle += 360;

    if (max < 0) max += 360;

    if (min < 0) min += 360;
    if (min > max) min -= 360;

    return Mathf.Clamp(angle, min, max);
}

好的,所以我找到了在所有情况下都能正确夹紧角度的解决方案,

为您带来Quaternion.Angle()有请 :

Quaternion inputAngle = Quaternion.identity;
            if (Character.IsFacingRight)
                inputAngle = Quaternion.FromToRotation(forwardVector, playerInput);
            else
                inputAngle = Quaternion.FromToRotation(playerInput, forwardVector);
            Quaternion minAngle = Quaternion.Euler(0F, 0F, addedForce.force.angle);
            Quaternion angleRange = Quaternion.Euler(0F, 0F, addedForce.force.angleRange);
            Quaternion maxAngle = angleRange * minAngle;

            float roll = (float)Math.Atan2(2.0 * (inputAngle.x * inputAngle.y + inputAngle.w * inputAngle.z), inputAngle.w * inputAngle.w + inputAngle.x * inputAngle.x - inputAngle.y * inputAngle.y - inputAngle.z * inputAngle.z);
            float correctedRotation = roll / Mathf.PI * 180F;

            float minAngleF = minAngle.eulerAngles.z;
            float maxAngleF = maxAngle.eulerAngles.z;

            if (correctedRotation < 0) correctedRotation += 360;

            if (maxAngleF < 0) maxAngleF += 360;

            if (minAngleF < 0) minAngleF += 360;
            if (minAngleF > maxAngleF) minAngleF -= 360;

            if (correctedRotation < minAngleF || correctedRotation > maxAngleF)
            {
                float rotationToMax = Quaternion.Angle(Quaternion.Euler(0F, 0F, correctedRotation), Quaternion.Euler(0F, 0F, maxAngleF));
                float rotationToMin = Quaternion.Angle(Quaternion.Euler(0F, 0F, correctedRotation), Quaternion.Euler(0F, 0F, minAngleF));
                if (Mathf.Abs(rotationToMax) < Mathf.Abs(rotationToMin))
                    correctedRotation = maxAngleF;
                else
                    correctedRotation = minAngleF;
            }
            Quaternion endAngle = Quaternion.Euler(0F, 0F, correctedRotation);
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