public void MoveRotation (Quaternion rot);

参数

rot刚体的新旋转。

描述

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)。