Version: 2020.1
언어: 한국어

# Quaternion.operator *

매뉴얼로 전환
public static Quaternion operator * (Quaternion lhs, Quaternion rhs);

## 파라미터

 lhs Left-hand side quaternion. rhs Right-hand side quaternion.

## 설명

Combines rotations `lhs` and `rhs`.

Rotating by the product `lhs` * `rhs` is the same as applying the two rotations in sequence: `lhs` first and then `rhs`, relative to the reference frame resulting from `lhs` rotation. Note that this means rotations are not commutative, so lhs * rhs does not give the same rotation as rhs * lhs.

```using UnityEngine;
using System.Collections;public class Example2 : MonoBehaviour
{
float rotateSpeed = 90;    // Applies a rotation of 90 degrees per second around the Y axis
void Update()
{
float angle = rotateSpeed * Time.deltaTime;
transform.rotation *= Quaternion.AngleAxis(angle, Vector3.up);
}
}
```

public static Vector3 operator * (Quaternion rotation, Vector3 point);

## 설명

Rotates the point `point` with `rotation`.

```using UnityEngine;
using System.Collections;public class Example2 : MonoBehaviour
{
private void Start()
{
//Creates an array of three points forming a triangle
Vector3[] points = new Vector3[]
{
new Vector3(-1, -1, 0),
new Vector3(1, -1, 0),
new Vector3(0, 1, 0)
};        //Creates a Quaternion rotation of 5 degrees around the Z axis
Quaternion rotation = Quaternion.AngleAxis(5, Vector3.forward);        //Loop through the array of Vector3s and apply the rotation
for (int n = 0; n < points.Length; n++)
{
Vector3 rotatedPoint = rotation * points[n];
//Output the new rotation values
Debug.Log("Point " + n + " rotated: " + rotatedPoint);
}
}
}
```