切换此关节的预处理。
此标志与冻结了一些旋转自由度的刚体关联。常见示例是 2D 游戏使用的 3D 刚体冻结了一些平移和旋转自由度。
通过围绕这些冻结轴设置无限惯性可在内部实现刚体旋转冻结,以便身体不会旋转(因为抵抗力非常大)。
此方法具有一些很好的属性:最显著的是,与我们将取消围绕冻结轴的旋转作为解算器后步骤的方法相比,此方法让这类身体可正确入睡。
但是,缺点是当这类身体与关节相连时,可能会生成非常严格的解算器约束。如果设置此标志,PhysX 会忽略产生巨大冲量的约束,从而仅产生微小的速度变化。
虽然它可能降低关节模拟的整体准确性,不过已证明可帮助过度约束的配置(如同 2D 情况一样)。
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