Unity3D中的物理材质Physic Material



物理材质 Physic Material

Date:2012-07-06 14:10

The Physic Material is used to adjust friction and bouncing effects of colliding objects.

物理材质用于调整摩擦力和碰撞单位之间的反弹效果。

To create a Physic Material select Assets->Create->Physic Material from the menu bar. Then drag the Physic Material from the Project View onto a Collider in the scene.

创建物理材质的方式是选择菜单栏的Assets->Create->Physic Material。然后将其从项目视图中拖给场景中的一个碰撞单位。


The Physic Material Inspector 物理材质的检视视图。

Properties 属性

  • Dynamic Friction 动态摩擦力
    The friction used when already moving. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it come to rest very quickly unless a lot of force or gravity pushes the object.
    滑动摩擦力。当物体移动时的摩擦力。通常为0到1之间的值。值为0的效果像冰,而设为1时,物体运动将很快停止,除非有很大的外力或重力来推动它。
  • Static Friction 动态摩擦力
    The friction used when an object is laying still on a surface. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving.
    静摩擦力。当物体在表面静止的摩擦力。通常为0到1之间的值。当值为0时,效果像冰,当值为1时,使物体移动十分困难。
  • Bouncyness 弹力
    How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
    表面的弹力。值为0时不发生反弹。值为1时反弹不损耗任何能量。
  • Friction Combine Mode
    摩擦力组合方式
    How the friction of two colliding objects is combined.
    定义两个碰撞物体的摩擦力如何相互作用。
  •     Average 平均
    The two friction values are averaged.
    使用两个摩擦力的均值。
  •     Min 最小值
    The smallest of the two values is used.
    最小值。使用两个值中最小的一个。
  •     Max 最大值
    The largest of the two values is used.
    最大值,使用两个值中最大的一个。
  •     Multiply 相乘
    The friction values are multiplied with each other.
    相乘。使用两个摩擦力的乘积。
  • Bounce Combine 反弹组合
    How the bouncyness of two colliding objects is combined. It has the same modes as Friction Combine Mode
    定义两个相互碰撞的物体的相互反弹模式,它的模式种类和相互摩擦力模式一样。
  • Friction Direction 2 摩擦力方向2
    The direction of anisotropy. Anisotropic friction is enabled if this direction is not zero. Dynamic Friction 2 and Static Friction 2 will be applied along Friction Direction 2.
    各向异性摩擦力的方向。如果这个向量是非零的,向异性摩擦力被启用。滑动摩擦力2与静摩擦力2应用于该方向。向异性摩擦力用来定义不同方向的不同摩擦力,比如用于实现一个滑板,它向前和向后的摩擦力都很小,但是往两边的摩擦力很大。
  • Dynamic Friction 2 动态摩擦力 2
    If anisotropic friction is enabled, DynamicFriction2 will be applied along Friction Direction 2.
    如果各向异性摩擦力生效,那么滑动摩擦力2将应用于该方向。
  • Static Friction 2 静态摩擦力 2
    If anisotropic friction is enabled, StaticFriction2 will be applied along Friction Direction 2.
    如果向异性摩擦力生效,那么静摩擦力2将应用于该方向。

Details 细节

Friction is the quantity which prevents surfaces from sliding off each other. This value is critical when trying to stack objects. Friction comes in two forms, dynamic and static. Static friction is used when the object is lying still. It will prevent the object from starting to move. If a large enough force is applied to the object it will start moving. At this point Dynamic Friction will come into play. Dynamic Friction will now attempt to slow down the object while in contact with another.

摩擦力是使得表面不相互滑动的量。当想把物体堆在一起时,这个值很关键。摩擦力表现为两种形式:滑动摩擦力和静摩擦力。静摩擦力在物体静止时生效,它阻止物体开始运动。而当外力够大时物体开始运动,这时滑动摩擦力将生效,它尝试使物体变慢,当其与其他物体接触时。

Hints

  • Don't try to use a standard physic material for the main character. Make a customized one and get it perfect.
    不要让主角使用标准的物理材质,为其定制一个来达到完美效果

源地址:http://game.ceeger.com/Components/class-PhysicMaterial.html

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