__2D 摩擦关节__连接由 2D 刚体物理组件控制的游戏对象。2D 摩擦关节将对象之间的线速度和角速度降低到零(即,将对象减速)。例如,可以使用此关节来模拟自上而下的摩擦。
属性: | 功能: | ||
---|---|---|---|
Enable Collision | 选中此框可允许两个连接的游戏对象之间发生碰撞。 | ||
Connected Rigid Body | 指定此 2D 摩擦关节连接到的另一个游戏对象。如果将此属性保留为 None__,2D 摩擦关节的另一端将固定到空间中由 Connected Anchor__ 设置所定义的点。选择字段右侧的圆圈可查看要连接到的游戏对象的列表。 | ||
Auto Configure Connected Anchor | 选中此框可为该 2D 摩擦关节连接到的另一个游戏对象自动设置锚点位置。如果选中此框,则无需填写 Connected Anchor 字段。 | ||
Anchor | 定义 2D 摩擦关节的端点连接到此游戏对象的位置(以 2D 刚体__上的 x、y 坐标表示)。 | |Connected Anchor__ | 定义 2D 摩擦关节的端点连接到另一游戏对象的位置(以 2D 刚体__上的 x、y 坐标表示)。 | |Max Force__ | 设置连接的游戏对象之间的线性(或直线)移动。较高的值将阻碍游戏对象之间的线性移动。 |
Max Torque | 设置连接的游戏对象之间的角度(或旋转)移动。较高的值将阻碍游戏对象之间的旋转移动。 | ||
Break Force | 指定破坏并进而删除 2D 摩擦关节所需的作用力水平。Infinity 表示关节牢不可破。 | ||
Break Torque | 指定破坏并进而删除 2D 摩擦关节所需的扭矩水平。Infinity 表示关节牢不可破。 |
使用 2D 摩擦关节可以使两点之间的运动减速至停止为止。此关节的目的是将两点之间的相对线性偏移和角度偏移保持为零。这两个点可以是两个 2D 刚体__组件,或一个 2D 刚体__组件和世界中的一个固定位置。(将 Connected Rigidbody 设置为 None,即可连接到世界中的固定位置)。
此关节对两个 2D 刚体点施加线性力 (Force) 和角力 (Torque)。此关节使用的模拟电机已预配置较小的电机功率(因此,阻力小)。可以更改阻力来使其减弱或加强。
强阻力:
弱阻力:
2D 摩擦关节同时有两个约束:
使用此关节可以构建需要有相互摩擦的物理游戏对象。这些阻力可以阻碍线性运动和/或角运动。例如:
请参阅 2D 关节中的详情和提示以了解所有 2D 关节的有用背景信息。
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