Physics物理学
- bounceThreshold
- CapsuleCastAll
- CapsuleCast
- CheckCapsule
- CheckSphere
- GetIgnoreLayerCollision
- gravity
- IgnoreCollision
- IgnoreLayerCollision
- Linecast
- maxAngularVelocity
- minPenetrationForPenalty
- OverlapSphere
- RaycastAll
- Raycast
- sleepAngularVelocity
- sleepVelocity
- solverIterationCount
- SphereCastAll
- SphereCast
Physics 物理学
Global physics properties and helper methods.
全局物理属性和辅助方法。
Class Variables类变量
-
The gravity applied to all rigid bodies in the scene.
场景中应用到所有刚性物体的重力。 -
The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.
两个物体接触碰撞时,物体间最小渗透(穿透)深度值。默认0.05.取值范围从0到无穷大。必须是正数。 -
Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.
两个碰撞物体的相对速度如果在这个设定值之下,不会反弹。默认值2.。取值范围0到无穷大。必须为正数。 -
The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.
如果物体的线速度在这个速度设定值之下,物体将进入静止状态。默认0.15。取值范围0到无穷大。必须为正数。 -
The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.
如果物体的角速度在这个速度设定值之下,物体将进入静止状态。默认0.14。 取值范围0到无穷大。必须为正数。 -
The default maximimum angular velocity permitted for any rigid bodies (default 7). Must be positive.
物体的最大角速度值。默认是7。必须为正数。 -
The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.
默认的求解迭代次数允许使用任意刚体(默认为7)。必须为正数。
Class Functions类函数
-
Casts a ray against all colliders in the scene.
在场景中投下可与所有碰撞器碰撞的一条光线。 -
Casts a ray through the scene and returns all hits.
投射一条光线并返回所有碰撞。 -
Returns true if there is any collider intersecting the line between start and end.
从开始位置到结束位置做一个光线投射,如果与碰撞体交互,返回真。 -
Returns an array with all colliders touching or inside the sphere.
返回球型半径之内(包括半径)的所有碰撞体 collider[]。 -
Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
对场景中的碰撞体进行胶囊的投射,如果相交,返回碰撞体的raycasthit信息。 -
Casts a sphere against all colliders in the scene and returns detailed information on what was hit.
投射球型物体来判断是否与场景中物体交互,返回 Raycasthit 信息。 -
Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
和Physics.CapsuleCast 不同的是这个函数返回所有交互的碰撞体信息。 -
Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
和Physics.SphereCast 不同的是这个函数返回所有交互的碰撞体信息。 -
Returns true if there are any colliders touching the sphere defined by position and radius in world coordinates
如果定义的球体和物体发生碰撞,返回真。球体定义在世界坐标系下。 -
Returns true if there are any colliders touching the capsule defined by the axis going from start and end and having radius in world coordinates
如果定义的胶囊和任意碰撞器发生碰撞,返回真。精灵定义在世界坐标系下。 -
Makes the collision detection system ignore all collisions between collider1 and collider2.
使碰撞体1和碰撞体2的碰撞侦测无效。 -
Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.
使碰撞侦测忽略层1和层2之间的所有碰撞器。 -
Are collisions between layer1 and layer2 being ignored?
是否层1和层2之间的碰撞检测被忽略?
最后修改:2011年4月9日 Saturday 12:43