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Transform.rotation

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public var rotation: Quaternion;
public Quaternion rotation;
public rotation as Quaternion

Description

Quaternionとして保存されるワールド空間でのTransformの回転

Unityは内部的にQuaternionsとして回転を保存します。オブジェクトを回転させるにはTransform.Rotateを使用します。 オイラー角のような回転値を設定したい場合はTransform.eulerAnglesを設定してください。

	// Reset the world rotation
	transform.rotation = Quaternion.identity;
using UnityEngine;
using System.Collections;

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

public class ExampleClass(MonoBehaviour):

	def Example() as void:
		transform.rotation = Quaternion.identity

他の例:

	// Smoothly tilts a transform towards a target rotation.
	var smooth = 2.0;
	var tiltAngle = 30.0;
	function Update () {
		var tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
		var tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
		var target = Quaternion.Euler (tiltAroundX, 0, tiltAroundZ);
		// Dampen towards the target rotation
		transform.rotation = Quaternion.Slerp(transform.rotation, target,
		                               Time.deltaTime * smooth);;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float smooth = 2.0F;
    public float tiltAngle = 30.0F;
    void Update() {
        float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
        float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
        Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
        transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public smooth as float = 2.0F

	public tiltAngle as float = 30.0F

	def Update() as void:
		tiltAroundZ as float = (Input.GetAxis('Horizontal') * tiltAngle)
		tiltAroundX as float = (Input.GetAxis('Vertical') * tiltAngle)
		target as Quaternion = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ)
		transform.rotation = Quaternion.Slerp(transform.rotation, target, (Time.deltaTime * smooth))