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.centerOfMass 重心
var centerOfMass : Vector3
Description描述
The center of mass relative to the transform's origin.
相对于变换原点的重心。
If you don't set the center of mass from a script it will be calculated automatically from all colliders attached to the rigidbody. Setting the center of mass is often useful when simulating cars to make them more stable. A car with a lower center of mass is less likely to topple over.
如果你不在脚本中设置重心,它将从所有附加到刚体上的碰撞器自动计算,当模拟汽车使它们更加稳定时,设定重心是非常有用的。具有较低重心的汽车不太容易翻车。
Note: centerOfMass is relative to the transform's position and rotation, but will not reflect the transform's scale!
注意:centerOfMass是相对于变换的位置和旋转,但是不会受到缩放的影响。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
rigidbody.centerOfMass = new Vector3(0, -2, 0);
}
}
rigidbody.centerOfMass = Vector3 (0, -2, 0);
最后修改:2011年2月9日 Wednesday 15:06