Version: 2021.3

ArticulationBody

class in UnityEngine

/

继承自:Behaviour

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描述

A body that forms part of a Physics articulation.

An articulation is a set of bodies arranged in a logical tree. The parent-child link in this tree reflects that the bodies have their relative motion constrained. Articulations are solved by a Featherstone solver that works in reduced coordinates - that is each body has relative coordinates to its parent but only along the unlocked degrees of freedom. This guarantees there is no unwanted stretch.
Like with regular Joints, there are two anchors for each pair of connected articulation bodies. One anchor is defined in the parent body's reference frame, whereas the other one is defined in the child's reference frame. Changing the constraints, you directly affect the allowed space for relative positions of the two anchors. For instance, ArticulationDofLock.LockedMotion will not allow any relative motion at all.

变量

anchorPositionPosition of the anchor relative to this body.
anchorRotationRotation of the anchor relative to this body.
angularDampingDamping factor that affects how this body resists rotations.
angularVelocityThe angular velocity of the body defined in world space.
centerOfMassThe center of mass of the body defined in local space.
collisionDetectionModeThe ArticulationBody's collision detection mode.
dofCountThe amount of degrees of freedom of a body.
immovableAllows you to specify that this body is not movable.
indexThe index of the body in the hierarchy of articulation bodies.
inertiaTensorThe inertia tensor of this body.
inertiaTensorRotation惯性张量的旋转。
isRootIndicates whether this body is the root body of the articulation (Read Only).
jointAccelerationThe joint acceleration in reduced coordinates.
jointForceThe joint force in reduced coordinates.
jointFrictionAllows you to specify the amount of friction that is applied as a result of the parent body moving relative to this body.
jointPositionThe joint position in reduced coordinates.
jointTypeThe type of joint connecting this body to its parent body.
jointVelocityThe joint velocity in reduced coordinates.
linearDampingDamping factor that affects how this body resists linear motion.
linearLockXThe type of lock along X axis of movement.
linearLockYThe type of lock along Y axis of movement.
linearLockZThe type of lock along Z axis of movement.
massThe mass of this articulation body.
matchAnchorsWhether the parent anchor should be computed automatically or not.
maxAngularVelocityThe maximimum angular velocity of the articulation body measured in radians per second.
maxDepenetrationVelocityThe maximum velocity of an articulation body when moving out of penetrating state.
maxJointVelocityThe maximum joint velocity of the articulation body joint in reduced coordinates.
maxLinearVelocityThe maximum linear velocity of the articulation body measured in meters per second.
parentAnchorPositionPosition of the anchor relative to this body's parent.
parentAnchorRotationRotation of the anchor relative to this body's parent.
sleepThreshold经过质量标准化的能量阈值 - 当低于该阈值时,对象开始进入睡眠状态。
solverIterationsThe solverIterations determines how accurately articulation body joints and collision contacts are resolved.
solverVelocityIterationsThe solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce.
swingYLockThe magnitude of the conical swing angle relative to Y axis.
swingZLockThe magnitude of the conical swing angle relative to Z axis.
twistLockThe type of lock for twist movement.
useGravityControls whether gravity affects this articulation body.
velocityLinear velocity of the body defined in world space.
worldCenterOfMassThe center of mass of the body defined in world space (Read Only).
xDriveThe properties of drive along or around X.
yDriveThe properties of drive along or around Y.
zDriveThe properties of drive along or around Z.

公共函数

AddForceApplies a force to the ArticulationBody.
AddForceAtPositionApplies a force at a specific position, resulting in applying a torque and force on the object.
AddRelativeForceApplies a force to the Articulation Body, relative to its local coordinate system.
AddRelativeTorqueApplies a torque to the articulation body, relative to its local coordinate system.
AddTorqueAdd torque to the articulation body.
GetClosestPointReturn the point on the articulation body that is closest to a given one.
GetDenseJacobianCalculates and writes dense Jacobian matrix of the articulation body hierarchy to the supplied struct.
GetDofStartIndicesCalculates and reads back reduced coordinate data start indexes in reduced coordinate data buffer for every articulation body in the hierarchy.
GetDriveTargetsReads back articulation body joint drive targets of the entire hierarchy to the supplied list of floats.
GetDriveTargetVelocitiesReads back articulation body joint drive target velocities of the entire hierarchy to the supplied list of floats .
GetJointAccelerationsReads back articulation body joint accelerations of the entire hierarchy to the supplied list of floats .
GetJointForcesReads back articulation body joint forces of the entire hierarchy to the supplied list of floats .
GetJointPositionsReads back articulation body joint positions of the entire hierarchy to the supplied list of floats .
GetJointVelocitiesReads back articulation body joint velocities of the entire hierarchy to the supplied list of floats .
GetPointVelocityGets the velocity of the articulation body at the specified worldPoint in global space.
GetRelativePointVelocityThe velocity relative to the articulation body at the point relativePoint.
IsSleepingIndicates whether the articulation body is sleeping.
ResetCenterOfMassResets the center of mass of the articulation body.
ResetInertiaTensorResets the inertia tensor value and rotation.
SetDriveTargetsAssigns articulation body joint drive targets for the entire hierarchy of bodies.
SetDriveTargetVelocitiesAssigns articulation body joint drive target velocities for the entire hierarchy of bodies.
SetJointAccelerationsAssigns articulation body joint accelerations for the entire hierarchy of bodies.
SetJointForcesAssigns articulation body joint forces for the entire hierarchy of bodies.
SetJointPositionsAssigns articulation body joint positions for the entire hierarchy of bodies.
SetJointVelocitiesAssigns articulation body joint velocities for the entire hierarchy of bodies.
SleepForces an articulation body to sleep.
SnapAnchorToClosestContactSnap the anchor to the closest contact between the connected bodies.
TeleportRootTeleport the root body of the articulation to a new pose.
WakeUpForces an articulation body to wake up.

继承的成员

变量

enabled启用的 Behaviour 可更新,禁用的 Behaviour 不可更新。
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObject此组件附加到的游戏对象。始终将组件附加到游戏对象。
tag此游戏对象的标签。
transform附加到此 GameObject 的 Transform。
hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。

公共函数

BroadcastMessage调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentReturns the component of type if the GameObject has one attached.
GetComponentInChildrenReturns the Component of type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the Component of type in the GameObject or any of its parents.
GetComponents返回 GameObject 中类型为 type 的所有组件。
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children using depth first search. Works recursively.
GetComponentsInParent返回 GameObject 或其任何父项中类型为 type 的所有组件。
SendMessage调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。
SendMessageUpwards调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。
TryGetComponent获取指定类型的组件(如果存在)。
GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。

静态函数

Destroy移除 GameObject、组件或资源。
DestroyImmediate立即销毁对象 /obj/。强烈建议您改用 Destroy。
DontDestroyOnLoad在加载新的 Scene 时,请勿销毁 Object。
FindObjectOfType返回第一个类型为 type 的已加载的激活对象。
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。

运算符

bool该对象是否存在?
operator !=比较两个对象是否引用不同的对象。
operator ==比较两个对象引用,判断它们是否引用同一个对象。