InteractiveCloth 交互布料
Inherits from Cloth
The InteractiveCloth component is used to simulate objects with cloth physics.
交互布料组件用于模拟物体具有布料动力学。
This is used together with the ClothRenderer component to visualize cloth objects in the scene.
这个和ClothRenderer组件一起使用,可视化场景中布料物体。
Variables变量
-
The mesh used as base for the cloth object.
该网格用于布料物体作为基础使用。 -
The friction of the cloth.
布料的摩擦力。 -
The density of the cloth.
布料的密度。 -
The pressure inside the cloth.
布料内的气压。 -
How much force will be applied to colliding rigidbodies?
有多少力将被应用到碰撞刚体? -
How far cloth vertices need to be stretched, before the cloth will tear.
多大程度上布料顶点需要被拉长,在布料撕裂之前。 -
How far attached rigid bodies need to be stretched, before they will tear off.
有多大程度附加的刚体需要被拉伸,在撕裂关闭之前。 -
How much force will be applied to attached rigidbodies?
有多少力将影响附加的刚体? -
Did the cloth tear? (Read Only)
布料是否撕裂?(只读)
Functions函数
-
Adds force force to all vertices of the cloth mesh which are with radius distance of position.
添加force力到布料网格的所有点,带有位置的半径距离。 -
Attaches a collider to the cloth object.
附加一个碰撞器到布料物体。 -
Detaches a collider from the cloth object.
从布料物体分离一个碰撞器。
Inherited members继承成员
Inherited Variables继承变量
-
Bending stiffness of the cloth.
布料的硬度(坚挺的程度) -
Stretching stiffness of the cloth.
布料的韧性(可拉伸的程度) -
Damp cloth motion.
布料运动时的阻尼 -
The thickness of the cloth surface.
布料表面的厚度 -
A constant, external acceleration applied to the cloth.
施加于布料的外力,一个恒量。 -
A random, external acceleration applied to the cloth.
施加于布料的外力,一个随机变量。 -
Should gravity affect the cloth simulation?
使用重力。 -
Will the cloth collide with itself?
是否产生自身碰撞。 -
Is this cloth enabled?
是否启用这个布料? -
The current vertex positions of the cloth object.
当前布料物体的顶点位置列表。 -
The current normals of the cloth object.
当前布料物体的法线列表。
-
The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 -
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 -
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 -
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 -
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 -
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 -
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 -
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 -
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 -
The NetworkView attached to this GameObject (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)。 -
The GUITexture attached to this GameObject (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)。 -
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 -
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 -
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 -
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。 -
The tag of this game object.
游戏物体的标签。
-
The name of the object. //物体的名字
-
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?
Inherited Functions继承函数
-
Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 -
-
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 -
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 -
-
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
-
Is this game object tagged tag?
游戏物体有被标记标签么? -
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
-
Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年3月27日 Sunday 19:17