Version: 2017.3

2D 滑动关节 (Slider Joint 2D)
2D 目标关节 (Target Joint 2D)

# 2D 弹簧关节 (Spring Joint 2D)

__2D 弹簧关节__组件允许由刚体物理组件控制的两个游戏对象就像通过弹簧连接在一起一样。弹簧将在两个对象之间沿轴线施力，试图使这两个对象保持一定距离。

Enable Collision 连接的两个对象能否相互碰撞？选中此复选框表示“能”。
Connected Rigid Body 在此处指定该关节连接到的另一个对象。如果将此属性保留为 None__，此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对象的列表。
Auto Configure Connected Anchor 选中此框可为该关节连接到的另一个对象自动设置锚点位置。（选中此框将无需填写 Connected Anchor 字段。）
Anchor The place (in terms of X, Y co-ordinates on the RigidBody) where the end point of the joint connects to this object.
Connected Anchor The place (in terms of X, Y co-ordinates on the RigidBody) where the end point of the joint connects to the other object.
Auto Configure Distance Check this box to automtically detect the distance between the two objects and set it as the distance that the joint keeps between the two objects.
Distance The distance that the spring should attempt to maintain between the two objects. (Can be set manually.)
Damping Ratio The degree to which you want to suppress spring oscillation: In the range 0 to 1, the higher the value, the less movement.
Frequency The frequency at which the spring oscillates while the objects are approaching the separation distance you want (measured in cycles per second): In the range 0 to 1,000,000 - the higher the value, the stiffer the spring.
Break Force Specify the force level needed to break and so delete the joint. Infinity means it is unbreakable.

## 详细信息

（另请参阅 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。）

• 高（1,000,000 为最高）__Frequency__ == 僵硬弹簧。

• 高（1 为最高）__Damping Ratio__ == 几乎不动的弹簧。

• Frequency == 松弛弹簧。

• Damping Ratio == 移动的弹簧。

• 将两个刚体对象上的两个锚点之间的线性距离保持为零。

• 角色的身体由多个似乎半刚性的对象组成。使用弹簧关节可将角色的身体部位连接在一起，允许这些部位相互弯曲。还可以指定身体部位松散还是紧密结合在一起。

• Frequency 为零是特殊情况：这种情况下会产生最大刚度的弹簧。
• 2D 弹簧关节使用 2D 盒体弹簧关节。 2D 距离关节也使用相同的 2D 盒体弹簧关节，但会将频率设置为零！在技术上，频率为零且阻尼为 1 的 2D 弹簧关节与 2D 距离关节相同！
2D 滑动关节 (Slider Joint 2D)
2D 目标关节 (Target Joint 2D)