__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。
属性: | 功能: |
---|---|
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. |
(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。)
此关节的行为像弹簧。目的是保持两点之间的线性距离。通过 Distance 设置可设定此距离。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)。此关节对两个刚体施加线性力。不施加扭矩(角力)。
此关节使用模拟弹簧。可以设置弹簧的刚度和运动:
一个几乎不动的僵硬弹簧…
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。
一个移动的松弛弹簧…
低 Frequency == 松弛弹簧。
低 Damping Ratio == 移动的弹簧。
弹簧在对象之间施力时,往往会超过对象之间设定的距离,然后反复反弹,产生连续振荡。Damping Ratio 用于设置对象在多长时间内停止移动。Frequency 用于设置对象在目标距离的任何一侧振荡的速度。
此关节有一个约束:
例如:
使用此关节构建的物理对象就好像是使用弹簧或允许旋转的连接方式连接在一起一样。例如:
提示:
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