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configurablejoint 可配置關節

2015-1-5 09:17| 發布者: 楊炎| 查看: 2370| 評論: 0|原作者: 蠻牛|來自: unity3d腳本manual

摘要: configurablejoint 可配置關節inherits fromjointthe configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.可配置關節是一個非常靈活的關節,讓你完全 ...

configurablejoint 可配置關節

inherits fromjoint

the configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.

可配置關節是一個非常靈活的關節,讓你完全控制旋轉和線性運動。

you can build all other joints with it and much more but it is also more complicated to setup. it gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.

你也可以用它構建所有其他關節,但是它的設置也是非常復雜的。它讓你為每個旋轉軸和線性自由度控制motor,drive和關節限制。

它讓你在每個旋轉軸線自由度上完全控制motor.drive和關節限制。

variables變量

secondaryaxis

the joint's secondary axis.

關節的副軸。

xmotion

allow movement along the x axis to be free, completely locked, or limited according to linear limit

根據線性限制允許沿著x軸free、完全locked或limited移動

ymotion

allow movement along the y axis to be free, completely locked, or limited according to linear limit

根據線性限制允許沿著y軸free、完全locked或limited移動。

zmotion

allow movement along the z axis to be free, completely locked, or limited according to linear limit

根據線性限制允許沿著z軸free、完全locked或limited移動。

angularxmotion

allow rotation around the x axis to be free, completely locked, or limited according to low and high angular xlimit

根據 low和high angular xlimit,允許沿著x軸旋轉以free、完全locked或limited方式。

angularymotion

allow rotation around the y axis to be free, completely locked, or limited according to angular ylimit

根據angular ylimit,允許沿著y軸旋轉以free、完全locked或limited方式。

angularzmotion

allow rotation around the z axis to be free, completely locked, or limited according to angular zlimit

根據angular zlimit,允許沿著y軸旋轉以free、完全locked或limited方式。

linearlimit

boundary defining movement restriction, based on distance from the joint's origin

基于從關節原點的距離,定義移動約束邊界。

lowangularxlimit

boundary defining lower rotation restriction, based on delta from original rotation

基于從原始旋轉的增量,定義的最小旋轉約束邊界。

highangularxlimit

boundary defining upper rotation restriction, based on delta from original rotation.

基于從原始旋轉的增量,定義的最大旋轉約束邊界。

angularylimit

boundary defining rotation restriction, based on delta from original rotation

基于從原始旋轉的增量,定義旋轉約束邊界。

angularzlimit

boundary defining rotation restriction, based on delta from original rotation

基于從原始旋轉的增量,定義旋轉約束邊界。

targetposition

the desired position that the joint should move into

關節可以移動到所需的位置。

targetvelocity

the desired velocity that the joint should move along

關節移動到所需的速度。

xdrive

definition of how the joint's movement will behave along its local x axis

定義關節的移動如何沿著自身x軸活動。

ydrive

definition of how the joint's movement will behave along its local y axis

定義關節的移動如何沿著自身y軸活動。

zdrive

definition of how the joint's movement will behave along its local z axis

定義關節的移動如何沿著自身z軸活動。

targetrotation

this is a quaternion. it defines the desired rotation that the joint should rotate into.

這是一個四元數。它定義關節可以旋轉到的所需旋轉角。

targetangularvelocity

this is a vector3. it defines the desired angular velocity that the joint should rotate into.

這是一個三維向量。它定義關節旋轉所需角速度。

rotationdrivemode

control the object's rotation with either x & yz or slerp drive by itself

控制物體的旋轉,使用自身的xyandz或slerp驅動。

angularxdrive

definition of how the joint's rotation will behave around its local x axis. only used if rotation drive mode is swing & twist

定義關節的旋轉如何繞它自身的x軸旋轉,只用于如果旋轉驅動模式是swing和twist。

angularyzdrive

definition of how the joint's rotation will behave around its local y and z axes. only used if rotation drive mode is swing & twist

定義關節的旋轉如何繞它自身的y軸和z軸旋轉,只用于如果旋轉驅動模式是swing和twist。

slerpdrive

definition of how the joint's rotation will behave around all local axes. only used if rotation drive mode is slerp only

定義關節的旋轉如何繞所有自身的軸旋轉,只用于如果旋轉驅動模式是slerp方式。

projectionmode

properties to track to snap the object back to its constrained position when it drifts off too much

該屬性用來在物體偏離太多時,追蹤捕捉物體將它返回到約束位置。

projectiondistance

distance from the connected body that must be exceeded before the object snaps back to an acceptable position

來自已連接剛體的距離,在物體返回到一個可接受的位置之前必須超過這個距離。

projectionangle

difference in angle from the connected body that must be exceeded before the object snaps back to an acceptable position

來自已連接剛體的角度差,在物體返回到一個可接受的位置之前必須超過這個角度。

configuredinworldspace

if enabled, all target values will be calculated in world space instead of the object's local space

如果啟用,所有目標值將在世界坐標空間中計算而不是物體的自身坐標空間。

inherited members繼承成員

inherited variables繼承變量

connectedbody

a reference to another rigidbody this joint connects to.

這個關節連接到的另一個剛體的引用。

axis

the direction of the axis around which the body is constrained.

物體被約束繞這個軸的方向。

anchor

the position of the anchor around which the joints motion is constrained.

關節的運動被約束繞這個錨的位置。

breakforce

the force that needs to be applied for this joint to break.

需要應用給這個關節斷開的力。

breaktorque

the torque that needs to be applied for this joint to break.

需要應用給這個關節斷開的力矩。

transform

thetransformattached to thisgameobject(null if there is none attached).

transform附加到gameobject(游戲物體)(如無附加則為空)。

rigidbody

therigidbodyattached to thisgameobject(null if there is none attached).

rigidbody附加到gameobject(游戲物體)(如無附加則為空)。

camera

thecameraattached to thisgameobject(null if there is none attached).

camera附加到gameobject(游戲物體)(如無附加則為空)。

light

thelightattached to thisgameobject(null if there is none attached).

light附加到gameobject(游戲物體)(如無附加則為空)。

animation

theanimationattached to thisgameobject(null if there is none attached).

animation附加到gameobject(游戲物體)(如無附加則為空)。

constantforce

theconstantforceattached to thisgameobject(null if there is none attached).

constantforce附加到gameobject(游戲物體)(如無附加則為空)。

renderer

therendererattached to thisgameobject(null if there is none attached).

renderer附加到gameobject(游戲物體)(如無附加則為空)。

audio

theaudiosourceattached to thisgameobject(null if there is none attached).

audiosource附加到gameobject(游戲物體)(如無附加則為空)。

guitext

theguitextattached to thisgameobject(null if there is none attached).

guitext附加到gameobject(游戲物體)(如無附加則為空)。

networkview

thenetworkviewattached to thisgameobject(read only). (null if there is none attached)

networkview附加到gameobject(游戲物體)(只讀)(如無附加則為空)。

guitexture

theguitextureattached to thisgameobject(read only). (null if there is none attached)

guitexture附加到gameobject(游戲物體)(只讀)(如無附加則為空)。

collider

thecolliderattached to thisgameobject(null if there is none attached).

collider附加到gameobject(游戲物體)(如無附加則為空)。

hingejoint

thehingejointattached to thisgameobject(null if there is none attached).

hingejoint附加到gameobject(游戲物體)(如無附加則為空)。

particleemitter

theparticleemitterattached to thisgameobject(null if there is none attached).

particleemitter附加到gameobject(游戲物體)(如無附加則為空)。

gameobject

the game object this component is attached to. a component is always attached to a game object.

組件附加的游戲物體。一個組件總是被附加到一個游戲物體。

tag

the tag of this game object.

游戲物體的標簽。

name

the name of the object. //物體的名字

hideflags

should the object be hidden, saved with the scene or modifiable by the user?

物體是否被隱藏、保存在場景中或被用戶修改?

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