Collision.contacts 接触点列表
var contacts : ContactPoint[]
Description描述
The contact points generated by the physics engine.
接触点由物理引擎产生。
Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint). From inside OnCollisionStay or OnCollisionEnter you can always be sure that contacts has at least one element.
每一个接触(contact)包含一个接触点、法线和两个碰撞的碰撞器(看ContactPoint)。在OnCollisionStay或OnCollisionEnter里你确保contacts至少有一个元素。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnCollisionStay(Collision collision) {
foreach (ContactPoint contact in collision.contacts) {
print(contact.thisCollider.name + " hit " + contact.otherCollider.name);
Debug.DrawRay(contact.point, contact.normal, Color.white);
}
}
}
function OnCollisionStay(collision : Collision) {
// Check if the collider we hit has a rigidbody
// Then apply the force
//检查如果碰撞的碰撞器有刚体,然后应用力
for (var contact : ContactPoint in collision.contacts) {
print(contact.thisCollider.name + " hit " + contact.otherCollider.name);
// Visualize the contact point
//可视化接触点
Debug.DrawRay(contact.point, contact.normal, Color.white);
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform explosionPrefab;
void OnCollisionEnter(Collision collision) {
ContactPoint contact = collision.contacts[0];
Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
Vector3 pos = contact.point;
Instantiate(explosionPrefab, pos, rot);
Destroy(gameObject);
}
}
// A grenade
//一个手榴弹
// - instantiates a explosion prefab when hitting a surface
// - then destroys itself
//当碰到表面时,实例化一个爆炸预设
var explosionPrefab : Transform;
function OnCollisionEnter(collision : Collision) {
// Rotate the object so that the y-axis faces along the normal of the surface
//旋转物体,y轴面沿着表面的法线。
var contact = collision.contacts[0];
var rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
var pos = contact.point;
Instantiate(explosionPrefab, pos, rot);
// Destroy the projectile
//销毁手榴弹
Destroy (gameObject);
}
最后修改:2010年12月18日 Saturday 18:14