The Spring Joint 2D component allows two GameObjects controlled by Rigidbody physics to be attached together as if by a spring. The spring will apply a force along its axis between the two GameObjects, attempting to keep them a certain distance apart.
プロパティ | 機能 |
---|---|
Enable Collision | このプロパティを有効にすると、つながれた 2 つのゲームオブジェクトの衝突が可能になります。 |
Connected Rigidbody | このジョイントと接続するもう 1 つのオブジェクトを指定します。ここを None にすると、もう一方の端が、Connected Anchor プロパティによって定義された空間の点に固定されます。入力欄の右側にある丸いアイコンを選択すると、接続先オブジェクトのリストを見ることができます。 |
Auto Configure Connected Anchor | このプロパティを有効にすると、このジョイントが接続する他のオブジェクトのアンカー位置が自動的に設定されます。このプロパティを有効にすると、Connected Anchor プロパティの座標を入力する必要はありません。 |
Anchor | Define where (in terms of x, y-coordinates on the Rigidbody 2D) the end point of the joint connects to the GameObject. |
Connected Anchor | ジョイントの端点が他のゲームオブジェクトの (Rigidbody 2D の X、Y 座標の) どこに接続するかを定義します。 |
Auto Configure Distance | Enable this property to automatically detect the distance between the two GameObjects and set it as the distance that the joint keeps between the two GameObjects. |
Distance | Set the distance that the spring should attempt to maintain between the two objects. (Can be set manually.) |
Damping Ratio | バネの振動を抑える度合いを設定します。0 - 1の範囲で、値が大きいほど動きが小さくなります。 |
Frequency | ゲームオブジェクトが指定の分離距離に近づいていく間の、バネの振動周波数(単位: 周/秒) です。範囲は 1 - 1,000,000 で、値が高いほどバネが硬くなります。ノート: Frequency を 0 に設定すると、最大限に硬いバネになります。 |
Break Action | 力またはトルクのしきい値を超えた時に実行されるアクションを設定します。 |
Break Force | 力のしきい値を設定します。このしきい値を超えると、ジョイントが、選択された Break Action を実行します。デフォルト値は Infinity 設定されており、これは超えることができません。したがって、しきい値がこの値のままである場合は Break Action は実行できません。 |
This joint behaves like a spring, while keeping a linear distance between two points. You set this via the Distance setting. Those two points can be two Rigidbody2D components or a Rigidbody2D component and a fixed position in the world. (Connect to a fixed position in the world by setting Connected Rigidbody to None). The joint applies a linear force to both rigid bodies. It doesn’t apply torque (an angle force).
ジョイントはシミュレートされたバネを使用しています。よって、ばね定数とバネの動きを設定することができます。
硬く、かろうじて動くバネ
A high (1,000,000 is the highest) Frequency == a stiff spring.
A high (1 is the highest) Damping Ratio == a barely moving spring.
緩く、動くバネ
A low Frequency == a loose spring.
A low Damping Ratio == a moving spring.
When the spring applies its force between the objects, it tends to overshoot the distance you have set between them, and then rebound repeatedly, giving in a continuous oscillation. The Damping Ratio sets how quickly the objects stop moving. The Frequency sets how quickly the objects oscillate either side of the target distance.
このジョイントには制約があります。
You can use this joint to construct physical objects that need to react as if they are connected together using a spring or a connection which allows rotation. For example:
Note: Spring Joint 2D uses a Box 2D spring-joint, which the Distance Joint 2D also uses with its frequency set to zero.
SpringJoint2D
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