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Quaternion.operator *

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public static function operator *(lhs: Quaternion, rhs: Quaternion): Quaternion;
public static Quaternion operator *(Quaternion lhs, Quaternion rhs);
public static def operator *(lhs as Quaternion, rhs as Quaternion) as Quaternion

Description

lhs および lhs の回転を組合わせます。

rhs * rhs の積で回転させることは、二つの回転を lhs を先に rhs を次に回転と、 順番に適用することと同じです。 注意することとして、回転は交換可能ではないため、 lhs * rhsrhs * lhs は同じ回転となりません。

	// Applies the rotation of
	// extraRotation to the current rotation.

	var extraRotation : Transform;
	transform.rotation *= extraRotation.rotation;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform extraRotation;
    void Example() {
        transform.rotation *= extraRotation.rotation;
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public extraRotation as Transform

	def Example() as void:
		transform.rotation *= extraRotation.rotation

public static function operator *(rotation: Quaternion, point: Vector3): Vector3;
public static Vector3 operator *(Quaternion rotation, Vector3 point);
public static def operator *(rotation as Quaternion, point as Vector3) as Vector3

Description

rotation の点に rotation の回転をさせます。

	// Moves the object along relativeDirection
	// Usually you would use transform.Translate for this

	var relativeDirection = Vector3.forward;

	function Update () {
		var absoluteDirection = transform.rotation * relativeDirection;
		transform.position += absoluteDirection * Time.deltaTime;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Vector3 relativeDirection = Vector3.forward;
    void Update() {
        Vector3 absoluteDirection = transform.rotation * relativeDirection;
        transform.position += absoluteDirection * Time.deltaTime;
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public relativeDirection as Vector3 = Vector3.forward

	def Update() as void:
		absoluteDirection as Vector3 = (transform.rotation * relativeDirection)
		transform.position += (absoluteDirection * Time.deltaTime)