rot | 刚体的新旋转。 |
将刚体旋转到 /rotation/。
使用 Rigidbody.MoveRotation 旋转 Rigidbody,符合刚体的插值设置。
如果在 Rigidbody 上启用了刚体插值,则调用 Rigidbody.MoveRotation 会导致在渲染的任意中间帧中的两个旋转之间平滑过渡。若要在每个 FixedUpdate 中连续旋转刚体,则应使用该方法。
若要将刚体从一个旋转传送到另一个旋转,并且不渲染任何中间位置,请改为设置 Rigidbody.rotation。
//Attach this script and a Rigidbody to your GameObject. To do this click the GameObject, click the Add Component button in its Inspector, and go to Physics>Rigidbody.
using UnityEngine; using System.Collections;
public class Example : MonoBehaviour { //Make sure you attach a Rigidbody in the Inspector of this GameObject Rigidbody m_Rigidbody; Vector3 m_EulerAngleVelocity;
void Start() { //Set the axis the Rigidbody rotates in (100 in the y axis) m_EulerAngleVelocity = new Vector3(0, 100, 0);
//Fetch the Rigidbody from the GameObject with this script attached m_Rigidbody = GetComponent<Rigidbody>(); }
void FixedUpdate() { Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.deltaTime); m_Rigidbody.MoveRotation(m_Rigidbody.rotation * deltaRotation); } }
如果 isKinematic
设置为 false,则传送对象(而不是平滑过渡)。
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