Rigidbody
- AddExplosionForce
- AddForceAtPosition
- AddForce
- AddRelativeForce
- AddRelativeTorque
- AddTorque
- angularDrag
- angularVelocity
- centerOfMass
- ClosestPointOnBounds
- collisionDetectionMode
- detectCollisions
- drag
- freezeRotation
- GetPointVelocity
- GetRelativePointVelocity
- inertiaTensorRotation
- inertiaTensor
- interpolation
- isKinematic
- IsSleeping
- mass
- maxAngularVelocity
- MovePosition
- MoveRotation
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- position
- rotation
- SetDensity
- sleepAngularVelocity
- sleepVelocity
- Sleep
- solverIterationCount
- SweepTestAll
- SweepTest
- useConeFriction
- useGravity
- velocity
- WakeUp
- worldCenterOfMass
Rigidbody.AddTorque 添加力矩
function AddTorque (torque : Vector3, mode : ForceMode = ForceMode.Force) : void
Description描述
Adds a torque to the rigidbody.
添加一个力矩到刚体。
As a result the rigidbody will start spinning around the torque axis.
作为结果刚体将绕着torque轴旋转。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void FixedUpdate() {
rigidbody.AddTorque(Vector3.up * 10);
}
}
// Spins the rigidbody around the global y-axis
//旋转刚体绕世界y轴
function FixedUpdate () {
rigidbody.AddTorque (Vector3.up * 10);
}
• function AddTorque (x : float, y : float, z : float, mode : ForceMode = ForceMode.Force) : void
Description描述
Adds a torque to the rigidbody.
添加一个力矩到刚体。
As a result the rigidbody will start spinning around the torque axis.
作为结果刚体将绕着torque轴旋转。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void FixedUpdate() {
rigidbody.AddTorque(0, 10, 0);
}
}
// Spins the rigidbody around the global y-axis
//旋转刚体绕世界y轴
function FixedUpdate () {
rigidbody.AddTorque (0, 10, 0);
}
If you want to apply a force over several frames you should apply it inside FixedUpdate instead of Update.
如果你想在多帧中应用力,你应该在FixedUpdate中而不是Update使用使用它。
最后修改:2011年2月9日 Wednesday 20:54