///<summary>/// 旋转向量,使其方向改变,大小不变///</summary>///<param name="v">需要旋转的向量</param>///<param name="angle">旋转的角度</param>///<returns>旋转后的向量</returns>PRivate Vector2 RotationMatrix(Vector2 v, float angle){ var x = v.x; var y = v.y; var sin = Math.Sin(Math.PI * angle / 180); var cos = Math.Cos(Math.PI * angle / 180); var newX = x * cos + y * sin; var newY = x * -sin + y * cos; returnnew Vector2((float)newX, (float)newY); }