标题: [Unity 组件参考手册]组件:物理组件之可配置关节 [打印本页] 作者: . 时间: 2013-1-26 20:04 标题: [Unity 组件参考手册]组件:物理组件之可配置关节 Configurable Joints are extremely customizable. They expose all joint-related properties of PhysX, so they are capable of creating behaviors similar to all other joint types.可配置关节是极其可定制的。可配置关节将PhysX引擎中所有与关节相关的属性都设置为可配置的,因此可以用此组件创造出与其他关节类型行为相似的关节。图3
Properties of the Configurable Joint 可配置关节的属性
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Details 细节There are two primary functions that the Configurable Joint can perform: movement/rotation restriction and movement/rotation acceleration. These functions depend on a number of inter-dependent properties. It may require some experimentation to create the exact behavior you're trying to achieve. We'll now give you an overview of the Joint's functionality to make your experimentation as simple as possible.可配置关节有两类主要的功能:移动/旋转限制和移动/旋转加速。这些功能取决于一系列相互依赖的属性。你可能需要进行一些试验来创建出你想要的行为。我们提供了对此关节功能的概述,以简化你的试验。
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Movement/Rotation Restriction 移动/旋转限制You specify restriction per axis and per motion type. XMotion, YMotion, and ZMotion allow you to define translation along that axis. Angular XMotion, Angular YMotion, and Angular ZMotion allow you to define rotation around that axis. Each one of these properties can be set to Free (unrestricted), Limited (restricted based on limits you can define), or Locked (restricted to zero movement).你可以为每个的旋转轴和每个运动类型都指定约束。X轴平移,Y轴平移和 Z轴平移允许你定义沿不同轴的平移。X轴角运动、Y轴角运动和Z轴角运动允许你定义沿不同轴的旋转。这些属性可以被设置为自由的(无限制),受限制的(受限于用户定义的约束),锁定的(没有运动)。
Limiting Motion 平移限制When you have any of the "Motion" properties set to Limited, you can define the limitations of movement for that axis. You do this by changing the values of one of the "Limit" properties.如有某轴的平移属性被设置为受限制的,则可以设置物体在对应轴上平移的限制。可以通过改变边界属性的值来达到此目的。For translation of movement (non-angular), the Linear Limit property will define the maximum distance the object can move from its origin. Translation on any "Motion" properties set to Limited will be restricted according to Linear Limit->Limit. Think of this Limit property as setting a border around the axis for the object.对于平移运动(非角运动),线性限制属性定义了物体可以远离原点移动的最大距离。任何沿受限制的轴的运动都会受限于线性限制的属性。可以将此限制属性视为设定物体沿特定轴运动时所需遵从的边界。Bouncyness, Spring, and Damper will define the behavior of the object when it reaches the Limit on any of the Limited "Motion" axes. If all of these values are set to 0, the object will instantly stop moving when it reaches the border. Bouncyness will make the object bounce back away from the border. Spring and Damper will use springing forces to pull the object back to the border. This will soften the border, so the object will be able to pass through the border and be pulled back instead of stopping immediately.反弹力,弹簧力和阻尼定义了物体运动到其边界时的行为,这些参数在所有受限的平移轴上都是一样的。如果这三个参数的值都被设置为0,物体在到达边界后会立即停止运动。反弹力使得物体到达边界后反弹远离边界。弹簧力和阻尼利用弹簧的力量将物体拉回边界。这些参数能够软化边界,使得物体能够穿过边界后再被拉回来,而不是到达边界就立即停止。
Limiting Rotation 旋转限制Limiting rotation works almost the same as limiting motion. The difference is that the three "Angular Motion" properties all correspond to different "Angular Limit" properties. Translation restriction along all 3 axes are defined by the Linear Limit property, and rotation restriction along each of the 3 axes is defined by a separate "Angular Limit" property per axis.旋转限制与平移限制几乎完全一样,除了角运动参数与不同的角度限制参数相关而不是与线性限制相关。在3个不同坐标轴上的平移限制由线性限制属性定义,而绕三个轴的旋转限制由不同的角度限制属性定义,每个轴有其不同的角度限制属性。Angular XMotion limitation is the most robust, as you can define a Low Angular XLimit and a High Angular XLimit. Therefore if you want to define a low rotation limit of -35 degrees and a high rotation limit of 180 degrees, you can do this. For the Y and Z axes, the low and high rotation limits will be identical, set together by the Limit property of Angular YLimit or Angular ZLimit.X轴角运动限制最鲁棒,它允许用户定义X轴角运动下限和X轴角运动上限。因此如果你可以定义下限为-35度,上限为180的度的旋转角度限制。对同样Y轴和Z轴的角运动限制,其旋转上限和下限只能为同一数值,通过限制属性中的Y轴角运动限制和Z轴角运动限制进行设定The same ***les about object behavior at the rotation limits from the Limiting Motion section applies here.有关物体到达旋转边界时的行为规则与平移限制部分中的相同。
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Movement/Rotation Acceleration 移动/旋转限制You specify object movement or rotation in terms of moving the object toward a particular position/rotation, or velocity/angular velocity. This system works by defining the "Target" value you want to move toward, and using a "Drive" to provide acceleration which will move the object toward that target. Each "Drive" has a Mode, which you use to define which "Target" the object is moving toward.可以用使物体到达特定的位置/朝向,或是到达特定的速度/角速度来指定物体的运动。此系统的工作方式如下:首先定义你期望达到的"目标",然后通过"驱动"产生加速度来使物体到达此目标。每个"驱动"都有定义物体的当前"目标"的模式。
Translation Acceleration 平移加速度The XDrive, YDrive, and ZDrive properties are what start the object moving along that axis. Each Drive's Mode will define whether the object should be moving toward the Target Position or Target Velocity or both. For example, when XDrive's mode is set to Position, then the object will try to move to the value of Target Position->X.X轴驱动、Y轴驱动和Z轴驱动属性可以使物体沿特定的轴运动。每个驱动的模式指定了物体是朝目标位置运动还是朝目标速度运动或者两者都是。例如,如果设置X轴驱动的模式为位置,物体会朝目标位置->x进行运动。When a Drive is using Position in its Mode, its Position Spring value will define how the object is moved toward the Target Position. Similarly, when a Drive is using Velocity in its Mode, its Maximum Force value will define how the object is accelerated to the Target Velocity.当驱动的模式为位置时,其位置弹簧数值定义了物体如何向目标位置运动。同样的,当驱动的模式为速度时,其最大强度数值定义了物体如何向目标速度运动。
Rotation Acceleration 旋转加速度Rotation acceleration properties: Angular XDrive, Angular YZDrive, and Slerp Drive function the same way as the translation Drives. There is one substantial difference. Slerp Drive behaves differently from the Angular Drive functionality. Therefore you can choose to use either both Angular Drives or Slerp Drive by choosing one from the Rotation Drive Mode. You cannot use both at once.旋转加速度属性:X轴角驱动、YZ轴角驱动和插值驱动,这些驱动的功能与平移驱动功能基本相同。不同之处在于插值驱动与角驱动的表现出的功能不同。在旋转驱动模式中可以选择使用角驱动或是使用插值驱动,两者无法同时被使用。----------------------------------------------------------------------------------------------------
Properties 属性 Anchor 锚
The point where the center of the joint is defined. All physics-based simulation will use this point as the center in calculations
关节中心点,所有的物理模拟都使用此点作为中心进行计算。
Axis 主轴
The local axis that will define the object's natural rotation based on physics simulation
局部旋转轴,定义了物理模拟下物体的自然旋转。
Secondary Axis 副轴
Together, Axis and Secondary Axis define the local coordinate system of the joint. The third axis is set to be orthogonal to the other two.
主轴和副轴定义了关节的局部坐标系。第三个轴垂直于主轴和副轴。
XMotion X轴平移
Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit
设置物体沿X轴的平移为自由的、锁定的或受限于线性限制
YMotion Y轴平移
Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit
设置物体沿Y轴的平移为自由的、锁定的或受限于线性限制
ZMotion Z轴平移
Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit
设置物体沿Z轴的平移为自由的、锁定的或受限于线性限制
Angular XMotion
X轴角运动
Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit
设置物体沿X轴的旋转为自由的、锁定的或受限于X轴角运动下限和上限
Angular YMotion
Y轴角运动
Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit
设置物体沿Y轴的旋转为自由的、锁定的或受限于Y轴角运动限制
Angular ZMotion
Z轴角运动
Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit
设置物体沿Z轴的旋转为自由的、锁定的或受限于Z轴角运动限制
Linear Limit 线性限制
Boundary defining movement restriction, based on distance from the joint's origin
以边界(离关节原点的距离)的形式定义的物体平移限制
Limit 限制
The distance in units from the origin to the wall of the boundary
原点到边界的距离
Bouncyness 反弹力
Amount of bounce-back force applied to the object when it reaches the Limit
当物体到达边界时对其施加的反弹力
Spring 弹簧力
Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
将物体拉回边界的力,任何非0数值将会隐式的软化边界
Damper 阻尼
Resistance strength against the Spring
抵抗弹簧力的力量
Low Angular XLimit
X轴角运动下限
Boundary defining lower rotation restriction, based on delta from original rotation
以边界(与关节初始旋转的差值)的形式定义的物体旋转下限
Limit 限制
The rotation in degrees that the object's rotation should not drop below
物体旋转的下限(角度)
Bouncyness 反弹力矩
Amount of bounce-back torque applied to the object when its rotation reaches the Limit
当物体的旋转到达边界时对其施加的反弹力矩
Spring 弹簧力矩
Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
将物体拉回边界的力,任何非0数值将会隐式的软化边界
Damper 阻尼
Resistance strength against the Spring
抵抗弹簧力矩的力量
High Angular XLimit
X轴角运动上限
Boundary defining upper rotation restriction, based on delta from original rotation.
以边界(与关节初始旋转的差值)的形式定义的物体旋转上限
Limit 限制
The rotation in degrees that the object's rotation should not exceed
物体旋转的上限(角度)
Bouncyness 反弹力矩
Amount of bounce-back torque applied to the object when its rotation reaches the Limit
当物体的旋转到达边界时对其施加的反弹力矩
Spring 弹簧力矩
Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
将物体拉回边界的力,任何非0数值将会隐式的软化边界
Damper 阻尼
Resistance strength against the Spring
抵抗弹簧力矩的力量
Angular YLimit
Y轴角运动限制
Boundary defining rotation restriction, based on delta from original rotation
以边界(与关节初始旋转的差值)的形式定义的物体旋转限制
Limit 限制
The rotation in degrees that the object's rotation should not exceed
物体旋转的限制(角度)
Bouncyness 反弹力矩
Amount of bounce-back torque applied to the object when its rotation reaches the Limit
当物体的旋转到达边界时对其施加的反弹力矩
Spring 弹簧力矩
Strength of torque applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
将物体拉回边界的力,任何非0数值将会隐式的软化边界
Damper 阻尼
Resistance strength against the Spring
抵抗弹簧力矩的力量
Angular ZLimit
Z轴角运动限制
Boundary defining rotation restriction, based on delta from original rotation
以边界(与关节初始旋转的差值)的形式定义的物体旋转限制
Limit 限制
The rotation in degrees that the object's rotation should not exceed
物体旋转的限制(角度)
Bouncyness 反弹力矩
Amount of bounce-back torque applied to the object when its rotation reaches the Limit
当物体的旋转到达边界时对其施加的反弹力矩
Spring 弹簧力矩
Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
将物体拉回边界的力,任何非0数值将会隐式的软化边界
Damper 阻尼
Resistance strength against the Spring
抵抗弹簧力矩的力量
Target Position 目标位置
The desired position that the joint should move into
关节应该到达的位置
Target Velocity 目标速度
The desired velocity that the joint should move along
关节应该到达的速度
XDrive X轴驱动
Definition of how the joint's movement will behave along its local X axis
定义关节如何沿X轴运动
Mode 模式
Set the following properties to be dependent on Target Position, Target Velocity, or both
可以设置为目标位置、目标速度或两者都是
Position Spring 位置弹簧
Strength of a ***bber-band pull toward the defined direction. Only used if Mode includes Position
朝着预定义的方向的橡皮的拉力。只有当模式中包含目标位置时才有效
Position Damper 位置阻尼
Resistance strength against the Position Spring. Only used if Mode includes Position
抵抗位置弹簧的力量。只有当模式中包含目标位置时才有效
Maximum Force 最大力
Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
使物体到达预定义速度的力。只有当模式中包含目标速度时才有效
YDrive Y轴驱动
Definition of how the joint's movement will behave along its local Y axis
定义关节如何沿Y轴运动
Mode 模式
Set the following properties to be dependent on Target Position, Target Velocity, or both
可以设置为目标位置、目标速度或两者都是
Position Spring 位置弹簧
Strength of a ***bber-band pull toward the defined direction. Only used if Mode includes Position.
朝着预定义的方向的橡皮的拉力。只有当模式中包含目标位置时才有效
Position Damper 位置阻尼
Resistance strength against the Position Spring. Only used if Mode includes Position.
抵抗位置弹簧的力量。只有当模式中包含目标位置时才有效
Maximum Force 最大力
Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity.
使物体到达预定义速度的力。只有当模式中包含目标速度时才有效
ZDrive Z轴驱动
Definition of how the joint's movement will behave along its local Z axis
定义关节如何沿Z轴运动
Mode 模式
Set the following properties to be dependent on Target Position, Target Velocity, or both.
可以设置为目标位置、目标速度或两者都是
Position Spring 位置弹簧
Strength of a ***bber-band pull toward the defined direction. Only used if Mode includes Position
朝着预定义的方向的橡皮的拉力。只有当模式中包含目标位置时才有效
Position Damper 位置阻尼
Resistance strength against the Position Spring. Only used if Mode includes Position
抵抗位置弹簧的力量。只有当模式中包含目标位置时才有效
Maximum Force 最大力
Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
使物体到达预定义速度的力。只有当模式中包含目标速度时才有效
Target Rotation 目标旋转
This is a Quaternion. It defines the desired rotation that the joint should rotate into
目标旋转是一个四元数。它定义了关节的旋转目标
Target Angular Velocity
目标角速度
This is a Vector3. It defines the desired angular velocity that the joint should rotate into
目标角速度是一个三维向量。它定义了关节的旋转角速度目标
Rotation Drive Mode
旋转驱动模式
Control the object's rotation with either X & YZ or Slerp Drive by itself
用X&YZ角驱动或插值驱动控制物体的旋转
Angular XDrive
X轴角驱动
Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist
定义关节如何绕X轴旋转。只有当旋转驱动模式为X&YZ角驱动时才有效
Mode 模式
Set the following properties to be dependent on Target Rotation, Target Angular Velocity, or both
可以设置为目标旋转、目标角速度或两者都是(此处在逻辑上是正确的,但是在3.5.0f1版本中的选项不是这样,而是目标位置和目标速度)
Position Spring 位置弹簧
Strength of a ***bber-band pull toward the defined direction. Only used if Mode includes Position
朝着预定义的方向的橡皮的拉力。只有当模式中包含目标位置时才有效
Position Damper 位置阻尼
Resistance strength against the Position Spring. Only used if Mode includes Position
抵抗位置弹簧的力量。只有当模式中包含目标位置时才有效
Maximum Force 最大力
Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity.
使物体到达预定义方向的力。只有当模式中包含目标速度时才有效
Angular YZDrive
YZ轴角驱动
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
定义关节如何绕Y轴和Z轴旋转。只有当旋转驱动模式为X&YZ角驱动时才有效
Mode 模式
Set the following properties to be dependent on Target Rotation, Target Angular Velocity, or both
可以设置为目标旋转、目标角速度或两者都是(此处在逻辑上是正确的,但是在3.5.0f1版本中的选项不是这样,而是目标位置和目标速度)
Position Spring 位置弹簧
Strength of a ***bber-band pull toward the defined direction. Only used if Mode includes Position
朝着预定义的方向的橡皮的拉力。只有当模式中包含目标位置时才有效
Position Damper 位置阻尼
Resistance strength against the Position Spring. Only used if Mode includes Position
抵抗位置弹簧的力量。只有当模式中包含目标位置时才有效
Maximum Force 最大力
Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
使物体到达预定义方向的力。只有当模式中包含目标速度时才有效
Slerp Drive 插值驱动
Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only
定义关节如何绕所有局部旋转轴旋转。只有当旋转驱动模式为插值时才有效
Mode 模式
Set the following properties to be dependent on Target Rotation, Target Angular Velocity, or both
可以设置为目标旋转、目标角速度或两者都是(此处在逻辑上是正确的,但是在3.5.0f1版本中的选项不是这样,而是目标位置和目标速度)
Position Spring 位置弹簧
Strength of a ***bber-band pull toward the defined direction. Only used if Mode includes Position
朝着预定义的方向的橡皮的拉力。只有当模式中包含目标位置时才有效
Position Damper 位置阻尼
Resistance strength against the Position Spring. Only used if Mode includes Position
抵抗位置弹簧的力量。只有当模式中包含目标位置时才有效
Maximum Force 最大力
Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
使物体到达预定义方向的力。只有当模式中包含目标速度时才有效
Projection Mode 投影模式
Properties to track to snap the object back to its constrained position when it drifts off too much
当物体离开它受限的位置太远时让它迅速回到它受限的位置
Projection Distance 投影距离
Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position
当物体与其相链的肢体的距离差异超过投影距离后,物体才会迅速回到一个可接受的位置
Projection Angle 投影角度
Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position
当物体与其相链的肢体的角度差异超过投影角度后,物体才会迅速回到一个可接受的位置
Congfigure in World Space
在世界空间中配置
If enabled, all Target values will be calculated in World Space instead of the object's Local Space
如果启用了此选项,所有与目标相关的计算都会在世界空间中进行而不是在物体的局部空间中进行
Break Force 断开力
Applied Force values above this number will cause the joint to be destroyed
当施加的力大于此值是,关节会破裂
Break Torque 断开扭矩
Applied Torque values above this number will cause the joint to be destroyed
当施加的力矩大于此值是,关节会破裂标签: Configurable Joint 可配置关节 关节 Unity3d【来源:互联网】
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