configurablejoint 可配置关节

2015-1-5 09:17| 发布者: 杨炎| 查看: 1960| 评论: 0|原作者: 蛮牛|来自: yzc88亚洲城脚本manual

摘要: configurablejoint 可配置关节inherits fromjointthe configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.可配置关节是一个非常灵活的关节,让你完全 ...

configurablejoint 可配置关节

inherits fromjoint

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

可配置关节是一个非常灵活的关节,让你完全控制旋转和线性运动。

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.

你也可以用它构建所有其他关节,但是它的设置也是非常复杂的。它让你为每个旋转轴和线性自由度控制motor,drive和关节限制。

它让你在每个旋转轴线自由度上完全控制motor.drive和关节限制。

variables变量

secondaryaxis

the joint's secondary axis.

关节的副轴。

xmotion

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

根据线性限制允许沿着x轴free、完全locked或limited移动

ymotion

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

根据线性限制允许沿着y轴free、完全locked或limited移动。

zmotion

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

根据线性限制允许沿着z轴free、完全locked或limited移动。

angularxmotion

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

根据 low和high angular xlimit,允许沿着x轴旋转以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

根据angular ylimit,允许沿着y轴旋转以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

根据angular zlimit,允许沿着y轴旋转以free、完全locked或limited方式。

linearlimit

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

基于从关节原点的距离,定义移动约束边界。

lowangularxlimit

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

基于从原始旋转的增量,定义的最小旋转约束边界。

highangularxlimit

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

基于从原始旋转的增量,定义的最大旋转约束边界。

angularylimit

boundary defining rotation restriction, based on delta from original rotation

基于从原始旋转的增量,定义旋转约束边界。

angularzlimit

boundary defining rotation restriction, based on delta from original rotation

基于从原始旋转的增量,定义旋转约束边界。

targetposition

the desired position that the joint should move into

关节可以移动到所需的位置。

targetvelocity

the desired velocity that the joint should move along

关节移动到所需的速度。

xdrive

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

定义关节的移动如何沿着自身x轴活动。

ydrive

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

定义关节的移动如何沿着自身y轴活动。

zdrive

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

定义关节的移动如何沿着自身z轴活动。

targetrotation

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

这是一个四元数。它定义关节可以旋转到的所需旋转角。

targetangularvelocity

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

这是一个三维向量。它定义关节旋转所需角速度。

rotationdrivemode

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

控制物体的旋转,使用自身的xyandz或slerp驱动。

angularxdrive

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

定义关节的旋转如何绕它自身的x轴旋转,只用于如果旋转驱动模式是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

定义关节的旋转如何绕它自身的y轴和z轴旋转,只用于如果旋转驱动模式是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

定义关节的旋转如何绕所有自身的轴旋转,只用于如果旋转驱动模式是slerp方式。

projectionmode

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

该属性用来在物体偏离太多时,追踪捕捉物体将它返回到约束位置。

projectiondistance

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

来自已连接刚体的距离,在物体返回到一个可接受的位置之前必须超过这个距离。

projectionangle

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

来自已连接刚体的角度差,在物体返回到一个可接受的位置之前必须超过这个角度。

configuredinworldspace

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

如果启用,所有目标值将在世界坐标空间中计算而不是物体的自身坐标空间。

inherited members继承成员

inherited variables继承变量

connectedbody

a reference to another rigidbody this joint connects to.

这个关节连接到的另一个刚体的引用。

axis

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

物体被约束绕这个轴的方向。

anchor

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

关节的运动被约束绕这个锚的位置。

breakforce

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

需要应用给这个关节断开的力。

breaktorque

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

需要应用给这个关节断开的力矩。

transform

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

transform附加到gameobject(游戏物体)(如无附加则为空)。

rigidbody

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

rigidbody附加到gameobject(游戏物体)(如无附加则为空)。

camera

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

camera附加到gameobject(游戏物体)(如无附加则为空)。

light

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

light附加到gameobject(游戏物体)(如无附加则为空)。

animation

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

animation附加到gameobject(游戏物体)(如无附加则为空)。

constantforce

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

constantforce附加到gameobject(游戏物体)(如无附加则为空)。

renderer

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

renderer附加到gameobject(游戏物体)(如无附加则为空)。

audio

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

audiosource附加到gameobject(游戏物体)(如无附加则为空)。

guitext

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

guitext附加到gameobject(游戏物体)(如无附加则为空)。

networkview

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

networkview附加到gameobject(游戏物体)(只读)(如无附加则为空)。

guitexture

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

guitexture附加到gameobject(游戏物体)(只读)(如无附加则为空)。

collider

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

collider附加到gameobject(游戏物体)(如无附加则为空)。

hingejoint

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

hingejoint附加到gameobject(游戏物体)(如无附加则为空)。

particleemitter

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

particleemitter附加到gameobject(游戏物体)(如无附加则为空)。

gameobject

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

组件附加的游戏物体。一个组件总是被附加到一个游戏物体。

tag

the tag of this game object.

游戏物体的标签。

name

the name of the object. //物体的名字

hideflags

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

物体是否被隐藏、保存在场景中或被用户修改?

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