Rigidbody 刚体 Physics物理系列之二

Rigidbody 刚体

本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.4版本
参考链接:https://docs.unity3d.com/Manual/class-Rigidbody.html

Rigidbodies enable your GameObjects to act under the control of physics. The Rigidbody can receive forces and torque to make your objects move in a realistic way. Any GameObject must contain a Rigidbody to be influenced by gravity, act under added forces via scripting, or interact with other objects through the NVIDIA PhysX physics engine.
刚体可使你的游戏对象在物理的控制下运动。刚体可以接受力和转矩,使您的对象以一种真实的方式移动。GameObject(游戏对象)想受重力影响,或通过脚本在施加的力下工作,或通过NVIDIA PhysX物理引擎与其他对象交互都必须包含刚体组件。
在这里插入图片描述

Property Function
Mass The mass of the object (in kilograms by default).
质量 对象的质量(以kg为单位)
Drag How much air resistance affects the object when moving from forces. 0 means no air resistance, and infinity makes the object stop moving immediately.
拖曳 当物体离开力时,空气阻力对物体的影响有多大。0表示没有空气阻力,无穷大表示物体立即停止运动。
Angular Drag How much air resistance affects the object when rotating from torque. 0 means no air resistance. Note that you cannot make the object stop rotating just by setting its Angular Drag to infinity.
角阻力 从转矩旋转物体时,空气阻力对物体的影响程度。0表示没有空气阻力。注意,您不能仅通过将对象的角阻力设置为无穷大来停止旋转。
Use Gravity If enabled, the object is affected by gravity.
使用重力 开启,受重力影响
Is Kinematic If enabled, the object will not be driven by the physics engine, and can only be manipulated by its Transform. This is useful for moving platforms or if you want to animate a Rigidbody that has a HingeJoint attached.
是运动学 如果启用,对象将不会由物理引擎驱动,而只能由其Transform操作。这对于移动平台很有用,或者如果你想让一个有铰链连接的刚体动起来。
Interpolate Try one of the options only if you are seeing jerkiness in your Rigidbody’s movement.
插值 只有当你看到你的刚体抖动时,你才可以尝试其中一种。
- Interpolate Transform is smoothed based on the Transform of the previous frame.
-插值 在前一帧Transform 的基础上对Transform 进行平滑处理。
-Extrapolate Transform is smoothed based on the estimated Transform of the next frame.
-推断 根据下一帧Transform 的估计平滑Transform 。
Collision Detection Used to prevent fast moving objects from passing through other objects without detecting collisions.
碰撞检测 用于防止快速移动的物体在没有检测到碰撞的情况下通过其他物体。
-Discrete Use discrete collision detection against all other Colliders in the Scene. Other colliders will use discrete collision detection when testing for collision against it. Used for normal collisions (This is the default value).
-离散 对场景中的所有其他碰撞体使用离散的碰撞检测。其他碰撞体在对其进行碰撞测试时将使用离散碰撞检测。用于一般的碰撞(这是默认值)。
-Continuous Use Discrete collision detection against dynamic Colliders (with a Rigidbody) and sweep-based continuous collision detection against static Colliders (without a Rigidbody). Rigidbodies set to Continuous Dynamic will use continuous collision detection when testing for collision against this rigidbody. Other rigidbodies will use Discrete Collision detection. Used for objects which the
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