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Unity3d修炼之路:游戏开发中,3d数学知识的练习【1】(不断更新.......)

#pragma strict

public var m_pA : Vector3 = new Vector3(2.0f, 4.0f, 0.0f);
public var m_pB : Vector3 = new Vector3(-4.0f, 2.0f,0.0f);
private var m_pTemp : Vector3 = new Vector3(0.0f,0.0f,0.0f);
private var m_fTemp : float = 0.0f;
private var m_fAngle : float = 0.0f;

function Awake(){
 	Debug.Log("向量缩小2倍 :" + VectorScale(m_pA,2).ToString());
 	//Debug.Log(m_pA.operator * 2(););
 	Debug.Log("向量的负向量 :" + FVector(m_pB).ToString());
 	
 	Debug.Log("向量标准化 :" + VectorZuo3(m_pA).ToString());
 	Debug.Log(Vector3.Normalize(m_pA));
 	
  	Debug.Log("a向量到b向量的长度 :" + Vector2VectorDis(m_pA,m_pB));
  	Debug.Log(Vector3.Distance(m_pA,m_pB));
  	
  	Debug.Log("b向量与a向量的夹角 :" + VectorAndVectorAngle(m_pA,m_pB));
  	Debug.Log(Vector3.Angle(m_pA,m_pB));
  	
  	Debug.Log("a向量垂直于b向量的向量 :" + VectorZuoye6(m_pA,m_pB).ToString());
  	Debug.Log(m_pA - Vector3.Project(m_pA,m_pB));
  	
  	Debug.Log("两个向量在平面上的夹角 :" + VectorZuoye7(m_pA,m_pB));
}

//求向量的模
function VerctorMagnitudeTest(a : Vector3) : float{
	return Mathf.Sqrt(a.x * a.x + a.y * a.y + a.z * a.z);
}

//求向量的点积
function VectorDotTest(a : Vector3,b : Vector3) : float{

	m_fTemp = a.x * b.x + a.y * b.y + a.z * b.z;
	
	return m_fTemp;
}
//求向量的叉乘
function VectorChaTest(a : Vector3 , b : Vector3) : Vector3{

	m_pTemp.x = a.y * b.z - a.z * b.y;
	m_pTemp.y = a.z * b.x - a.x * b.z;
	m_pTemp.z = a.x * b.y - a.y * b.x;
	
	return m_pTemp;
}


//向量进行缩放
function VectorScale(a : Vector3,n : int) : Vector3{
	m_pTemp = a;
	if(n != 0) //判0
	{
		m_pTemp.x /= n;
		m_pTemp.y /= n;
		m_pTemp.z /= n;
	}
	
	return m_pTemp;	 
}
//向量的负向量
function FVector(a : Vector3) : Vector3{

	m_pTemp = a;
	m_pTemp.x = 0.0f -m_pTemp.x;
	m_pTemp.y = 0.0f -m_pTemp.y;
	m_pTemp.z = 0.0f -m_pTemp.z;
	
	return m_pTemp;
}

//向量标准化
function VectorZuo3(a : Vector3) : Vector3{

	m_pTemp = a;
	//var fDis : float = a.magnitude;//qiu mo de
	var fDis : float = VerctorMagnitudeTest(a);//求模
	m_pTemp.x = a.x / fDis;//不需要判0
	m_pTemp.y = a.y / fDis;
	m_pTemp.z = a.z / fDis;
	
	return m_pTemp;
	
	
}
//a向量到b向量的长度
function Vector2VectorDis(a : Vector3,b : Vector3) : float{

	m_pTemp.x = b.x - a.x;
	m_pTemp.y = b.y - a.y;
	m_pTemp.z = b.z - a.z;
	m_fTemp = VerctorMagnitudeTest(m_pTemp);//用自定义的求模函数
	
	return m_fTemp;
}

//b向量与a向量的夹角 
//           arcos((a与b点乘)/(a模*b模))    
function VectorAndVectorAngle(a : Vector3,b : Vector3) : float{
	var fDot : float = VectorDotTest(a,b);//向量的点乘
	var fDisM : float = VerctorMagnitudeTest(a) * VerctorMagnitudeTest(b);
	var fTemp : float = Mathf.Acos(fDot / fDisM);
	 m_fAngle = fTemp * Mathf.Rad2Deg;

	return m_fAngle;
}

//a向量垂直于b向量的向量  
//            a向量 – b*((a与b的点乘)/b模的平方)

function VectorZuoye6(a : Vector3, b : Vector3) : Vector3{
	var pTemp1 : Vector3 = b;
	var pTemp2 : Vector3 = a;
	
	pTemp1.x *= VectorDotTest(a,b)/(VerctorMagnitudeTest(b)*VerctorMagnitudeTest(b));//用自定义的点积和求模函数
	pTemp1.y *= VectorDotTest(a,b)/(VerctorMagnitudeTest(b)*VerctorMagnitudeTest(b));//用自定义的点积和求模函数
	pTemp1.z *= VectorDotTest(a,b)/(VerctorMagnitudeTest(b)*VerctorMagnitudeTest(b));//用自定义的点积和求模函数
	
	m_pTemp.x = pTemp2.x - pTemp1.x;
	m_pTemp.y = pTemp2.y - pTemp1.y;
	m_pTemp.z = pTemp2.z - pTemp1.z;
	
	return m_pTemp;
}

//a向量与b向量在 向量a与向量b所形成平面 上的夹角  
//               arsin(a与b叉乘的模/(a模*b模))

function VectorZuoye7(a : Vector3,b : Vector3) : float{
	 m_fTemp  = Mathf.Asin( VerctorMagnitudeTest( VectorChaTest(a,b)) / ( VerctorMagnitudeTest(a) * VerctorMagnitudeTest(b) ) );//用自定义的叉乘和求模函数
	 m_fAngle = m_fTemp * Mathf.Rad2Deg;
	
	return m_fAngle;
}

Unity3d修炼之路:游戏开发中,3d数学知识的练习【1】(不断更新.......)