1. A点正前方10米位置的坐标点B
B.transform.position = A.transform.position + Vector3.forward * 10f;
2. A点前方Y轴45°,10米位置的坐标点B
Quaternion q = Quaternion.Euler(0, 45, 0);
B.transform.position = A.transform.position + q * Vector3.forward * 10f;
3. A点到B点方向,10米位置的坐标点C
Vector3 dir = (B.transform.position - A.transform.position).normalized;
Quaternion q = Quaternion.LookRotation(dir);
C.transform.position = A.transform.position + q * Vector3.forward * 10f;
4. A点到B点方向Y轴偏移45°,10米位置的坐标点C
Vector3 dir = (B.transform.position - A.transform.position).normalized;
Quaternion q = Quaternion.LookRotation(dir ) * Quaternion.Euler(0,45,0);
C.transform.position = A.transform.position + q * Vector3.forward * 10f;
B.transform.position = A.transform.position + Vector3.forward * 10f;
2. A点前方Y轴45°,10米位置的坐标点B
Quaternion q = Quaternion.Euler(0, 45, 0);
B.transform.position = A.transform.position + q * Vector3.forward * 10f;
3. A点到B点方向,10米位置的坐标点C
Vector3 dir = (B.transform.position - A.transform.position).normalized;
Quaternion q = Quaternion.LookRotation(dir);
C.transform.position = A.transform.position + q * Vector3.forward * 10f;
4. A点到B点方向Y轴偏移45°,10米位置的坐标点C
Vector3 dir = (B.transform.position - A.transform.position).normalized;
Quaternion q = Quaternion.LookRotation(dir ) * Quaternion.Euler(0,45,0);
C.transform.position = A.transform.position + q * Vector3.forward * 10f;