Vectors kayan aiki ne mai ƙarfi a cikin shirye-shirye, musamman masu amfani wajen haɓaka wasan. Suna iya wakiltar kwatance, saurin gudu, kuma a fili, matsayi a sararin 3D. Lokacin aiki tare da waɗannan vectors, wani lokaci muna buƙatar ƙididdige kusurwa tsakanin vector biyu. Wannan inda hanyar Haɗin kai na Vector3.SignedAngle ya fara aiki.
Unity's Vector3.SignedAngle Hanyar tana ƙididdige kwana a cikin digiri tsakanin filaye biyu dangane da shugabanci. Ƙimar sa yana daga -180 zuwa 180, don haka yana ba mu jagora kuma. Abin takaici, wasu masu amfani sun ba da rahoton al'amura tare da rashin nuna kusurwar da aka sanya hannu daidai. Bari mu shiga cikin hanyar da za ta iya magance wannan matsala ta gama gari.
Daidaitaccen Amfani da Vector3.SignedAngle
Yana da mahimmanci don fahimtar yadda Vector3.Angle Signed yana aiki don warware matsalar. Wannan hanya tana ɗaukar gardama guda uku, wato daga, zuwa, da axis. "Daga" da "zuwa" su ne nau'i-nau'i biyu da muke ƙididdige kusurwa a tsakanin, yayin da "Axis" shine vector wanda muke auna kusurwa.
Vector3 daga = sabon Vector3 (1, 0, 0);
Vector3 zuwa = sabon Vector3 (0, 1, 0);
Vector3 axis = sabon Vector3 (0, 0, -1);
kwana mai iyo = Vector3.SignedAngle (daga, zuwa, axis);
A cikin lambar da ke sama, yana da mahimmanci don tabbatar da axis ɗin yana tsaye a kan jirgin da ke ɗauke da vector biyu. Wannan saboda, a cikin sararin 3D, kusurwa na iya bambanta dangane da axis na juyawa.
Vector3.SignedAngle Ba Ya Nuna Sa hannun Sa hannu - Magani
Matsalar tana tasowa lokacin da vectors ke cikin wani jirgin sama daban da abin da muke tsammani. Idan shugabanci axis ya kashe, zai iya dawo da kyawawan dabi'u lokacin da yakamata ya dawo mara kyau kuma akasin haka. Ga wata hanya dabam don nemo kusurwar da aka sanya hannu wanda ke aiki ba tare da la'akari da jirgin da vectors ɗin ku ke zaune ba:
Vector3 v1 = sabon Vector3 (1, 0, 0);
Vector3 v2 = sabon Vector3 (0, 1, 0);
Vector3 crossProduct = Vector3.Cross (v1, v2);
float dotProduct = Vector3.Dot (v1, v2);
mai iyo sa hannuAngle = Mathf.Atan2 (crossProduct.magnitude, dotProduct) * Mathf.Rad2Deg;
idan (crossProduct.z <0) sanya hannu Angle *= -1; [/ code] Wannan lissafin kusurwar da aka sa hannu yana amfani da dot da kuma Ketare Samfurin na vector guda biyu da ke ba da shugabanci da girman kusurwar da ke tsakaninsu, bi da bi. A ƙarshe, idan ɓangaren z na samfurin giciye mara kyau ne, kawai ninka kusurwa ta -1 don samun kusurwa mara kyau.
Tabbatar cewa a tuna cewa 'Dot' da 'Cross Product' sune mahimman abubuwan da ke bayan mafita. Samfurin ɗigo daidai yana samun cosine na kwana, yayin da samfurin giciye ya sami sine. Waɗannan operands suna ba mu cikakken wakilcin vector a sararin 3D, yana sauƙaƙe mafita mai ƙarfi don samun kusurwar da aka sanya hannu.
Yin amfani da waɗannan hanyoyin zai gyara matsalar Vector3.SignedAngle ba tare da nuna kusurwar da aka sanya hannu a cikin Unity ba, kuma za ku iya ci gaba da ayyukan ci gaban wasanku. Ka tuna cewa fahimtar waɗannan mahimman ayyukan vector za su buɗe kofofin zuwa wasu ayyuka daban-daban waɗanda ke cikin haɓaka wasan 3D. Happy codeing!