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  • 南粤风彩36选7今天开奖:configurablejoint 可配置关节

    福建36选7和值走势图 www.00-na.com 2015-1-5 09:17| 发布者: 杨炎| 查看: 2071| 评论: 0|原作者: 蛮牛|来自: unity3d脚本manual

    摘要: configurablejoint 可配置关节inherits fromjointthe configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.可配置关节是一个非常灵活的关节,让你完全 ...

    configurablejoint 可配置关节

    inherits fromjoint

    the configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.

    可配置关节是一个非常灵活的关节,让你完全控制旋转和线性运动。

    you can build all other joints with it and much more but it is also more complicated to setup. it gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.

    你也可以用它构建所有其他关节,但是它的设置也是非常复杂的。它让你为每个旋转轴和线性自由度控制motor,drive和关节限制。

    它让你在每个旋转轴线自由度上完全控制motor.drive和关节限制。

    variables变量

    secondaryaxis

    the joint's secondary axis.

    关节的副轴。

    xmotion

    allow movement along the x axis to be free, completely locked, or limited according to linear limit

    根据线性限制允许沿着x轴free、完全locked或limited移动。

    ymotion

    allow movement along the y axis to be free, completely locked, or limited according to linear limit

    根据线性限制允许沿着y轴free、完全locked或limited移动。

    zmotion

    allow movement along the z axis to be free, completely locked, or limited according to linear limit

    根据线性限制允许沿着z轴free、完全locked或limited移动。

    angularxmotion

    allow rotation around the x axis to be free, completely locked, or limited according to low and high angular xlimit

    根据 low和high angular xlimit,允许沿着x轴旋转以free、完全locked或limited方式。

    angularymotion

    allow rotation around the y axis to be free, completely locked, or limited according to angular ylimit

    根据angular ylimit,允许沿着y轴旋转以free、完全locked或limited方式。

    angularzmotion

    allow rotation around the z axis to be free, completely locked, or limited according to angular zlimit

    根据angular zlimit,允许沿着y轴旋转以free、完全locked或limited方式。

    linearlimit

    boundary defining movement restriction, based on distance from the joint's origin

    基于从关节原点的距离,定义移动约束边界。

    lowangularxlimit

    boundary defining lower rotation restriction, based on delta from original rotation

    基于从原始旋转的增量,定义的最小旋转约束边界。

    highangularxlimit

    boundary defining upper rotation restriction, based on delta from original rotation.

    基于从原始旋转的增量,定义的最大旋转约束边界。

    angularylimit

    boundary defining rotation restriction, based on delta from original rotation

    基于从原始旋转的增量,定义旋转约束边界。

    angularzlimit

    boundary defining rotation restriction, based on delta from original rotation

    基于从原始旋转的增量,定义旋转约束边界。

    targetposition

    the desired position that the joint should move into

    关节可以移动到所需的位置。

    targetvelocity

    the desired velocity that the joint should move along

    关节移动到所需的速度。

    xdrive

    definition of how the joint's movement will behave along its local x axis

    定义关节的移动如何沿着自身x轴活动。

    ydrive

    definition of how the joint's movement will behave along its local y axis

    定义关节的移动如何沿着自身y轴活动。

    zdrive

    definition of how the joint's movement will behave along its local z axis

    定义关节的移动如何沿着自身z轴活动。

    targetrotation

    this is a quaternion. it defines the desired rotation that the joint should rotate into.

    这是一个四元数。它定义关节可以旋转到的所需旋转角。

    targetangularvelocity

    this is a vector3. it defines the desired angular velocity that the joint should rotate into.

    这是一个三维向量。它定义关节旋转所需角速度。

    rotationdrivemode

    control the object's rotation with either x & yz or slerp drive by itself

    控制物体的旋转,使用自身的xyandz或slerp驱动。

    angularxdrive

    definition of how the joint's rotation will behave around its local x axis. only used if rotation drive mode is swing & twist

    定义关节的旋转如何绕它自身的x轴旋转,只用于如果旋转驱动模式是swing和twist。

    angularyzdrive

    definition of how the joint's rotation will behave around its local y and z axes. only used if rotation drive mode is swing & twist

    定义关节的旋转如何绕它自身的y轴和z轴旋转,只用于如果旋转驱动模式是swing和twist。

    slerpdrive

    definition of how the joint's rotation will behave around all local axes. only used if rotation drive mode is slerp only

    定义关节的旋转如何绕所有自身的轴旋转,只用于如果旋转驱动模式是slerp方式。

    projectionmode

    properties to track to snap the object back to its constrained position when it drifts off too much

    该属性用来在物体偏离太多时,追踪捕捉物体将它返回到约束位置。

    projectiondistance

    distance from the connected body that must be exceeded before the object snaps back to an acceptable position

    来自已连接刚体的距离,在物体返回到一个可接受的位置之前必须超过这个距离。

    projectionangle

    difference in angle from the connected body that must be exceeded before the object snaps back to an acceptable position

    来自已连接刚体的角度差,在物体返回到一个可接受的位置之前必须超过这个角度。

    configuredinworldspace

    if enabled, all target values will be calculated in world space instead of the object's local space

    如果启用,所有目标值将在世界坐标空间中计算而不是物体的自身坐标空间。

    inherited members继承成员

    inherited variables继承变量

    connectedbody

    a reference to another rigidbody this joint connects to.

    这个关节连接到的另一个刚体的引用。

    axis

    the direction of the axis around which the body is constrained.

    物体被约束绕这个轴的方向。

    anchor

    the position of the anchor around which the joints motion is constrained.

    关节的运动被约束绕这个锚的位置。

    breakforce

    the force that needs to be applied for this joint to break.

    需要应用给这个关节断开的力。

    breaktorque

    the torque that needs to be applied for this joint to break.

    需要应用给这个关节断开的力矩。

    transform

    thetransformattached to thisgameobject(null if there is none attached).

    transform附加到gameobject(游戏物体)(如无附加则为空)。

    rigidbody

    therigidbodyattached to thisgameobject(null if there is none attached).

    rigidbody附加到gameobject(游戏物体)(如无附加则为空)。

    camera

    thecameraattached to thisgameobject(null if there is none attached).

    camera附加到gameobject(游戏物体)(如无附加则为空)。

    light

    thelightattached to thisgameobject(null if there is none attached).

    light附加到gameobject(游戏物体)(如无附加则为空)。

    animation

    theanimationattached to thisgameobject(null if there is none attached).

    animation附加到gameobject(游戏物体)(如无附加则为空)。

    constantforce

    theconstantforceattached to thisgameobject(null if there is none attached).

    constantforce附加到gameobject(游戏物体)(如无附加则为空)。

    renderer

    therendererattached to thisgameobject(null if there is none attached).

    renderer附加到gameobject(游戏物体)(如无附加则为空)。

    audio

    theaudiosourceattached to thisgameobject(null if there is none attached).

    audiosource附加到gameobject(游戏物体)(如无附加则为空)。

    guitext

    theguitextattached to thisgameobject(null if there is none attached).

    guitext附加到gameobject(游戏物体)(如无附加则为空)。

    networkview

    thenetworkviewattached to thisgameobject(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)。

    guitexture

    theguitextureattached to thisgameobject(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)。

    collider

    thecolliderattached to thisgameobject(null if there is none attached).

    collider附加到gameobject(游戏物体)(如无附加则为空)。

    hingejoint

    thehingejointattached to thisgameobject(null if there is none attached).

    hingejoint附加到gameobject(游戏物体)(如无附加则为空)。

    particleemitter

    theparticleemitterattached to thisgameobject(null if there is none attached).

    particleemitter附加到gameobject(游戏物体)(如无附加则为空)。

    gameobject

    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。

    tag

    the tag of this game object.

    游戏物体的标签。

    name

    the name of the object. //物体的名字

    hideflags

    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?

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