This code is used to calculate the rotation of an object based on the input from a virtual joystick.

The first line updates the x-axis rotation of the object based on the distance and direction of the joystick.

'rotation_Euler.x = rotation_Euler.x + Math.cos(radians) * this.viewSpeed * GameManager.gameUI.rocker.distance;'

The next two lines set the maximum and minimum values for the x-axis rotation, based on a predefined angle range.

'var xMax = this.attack_rotationEuler.x + angleRange; var xMin = this.attack_rotationEuler.x - angleRange;'

'rotation_Euler.x = Math.min(rotation_Euler.x,xMax); rotation_Euler.x = Math.max(rotation_Euler.x,xMin);'

The next few lines convert the Euler angles (x and y) into a Quaternion, which is a mathematical representation of the object's orientation in 3D space.

'var tempRotation = new Laya.Quaternion(); //从欧拉角生成四元数 Laya.Quaternion.createFromYawPitchRoll(rotation_Euler.yMath.PI/180, rotation_Euler.xMath.PI/180,0, tempRotation);'

'//tempRotation = new Laya.Quaternion(tempRotation.x,tempRotation.y,tempRotation.z,0);'

Finally, the distance of the joystick is reset to zero, and the Quaternion is returned as the new rotation for the object.

'GameManager.gameUI.rocker.distance = 0; // console.log("tempRotation:",tempRotation); return tempRotation;'


原文地址: https://www.cveoy.top/t/topic/nTKE 著作权归作者所有。请勿转载和采集!

免费AI点我,无需注册和登录