Vector
Constructor
1 | Vector3 vector = new Vector3(0f, 0f, 0f); |
長度
1 | float length = vectorA.magnitude; |
Normalized
1 | Vector3 v = vectorA.normalized; |
距離
1 | float distance = Vector3.Distance(Vector3 vectorA, Vector3 vectorB); |
向量間夾角
1 | float angle = Vector3.Angle(Vector3 vectorFrom, Vector3 vectorTo); |
內積
1 | float res = Vector3.Dot(Vector3 vectorA, Vector3 vectorB); |
外積
1 | Vector3 res = Vector3.Cross(Vector3 vectorA, Vector3 vectorB).normalized; |
Quaternion
Constructor
1 | Quaternion q = new Quaternion(); |
EulerAngle
1 | Vector3 rotations = quaternion.eulerAngles; |
兩向量間的旋轉
1 | quaternion.SetFromToRotation(Vector3 vectorFrom, Vector3 vectorTo); |
看向某向量
1 | quaternion.SetLookRotation(Vector3 vectorView, Vector3 vectorUp=Vector3.up); |
旋轉向量
1 | Vector3 direction = Quaternion.Euler(0, 90, 0) * vectorA; |
Mathf
Constant
1 | float pi = Mathf.PI; |
Clamp
1 | float clamp = Mathf.Clamp(float value, float min, float max); |
Abs
1 | float abs = Mathf.Abs(float value); |
Min, Max
1 | float max = Mathf.Max(float valueA, float valueB); |
Sign
1 | float sign = Mathf.Sign(float value); |
Random
Random
1 | float rnd = Random.Range(float min, float max); |