このジョイントのために前処理するトグル
このフラグはフリーズした回転自由度のいくつかを Rigidbody と接続します。一般的な例では、フリーズされている並進や回転自由度の3D Rigidbody を使用する2D ゲームです。
Rigidbody rotations freezing is internally implemented by setting an infinite inertia around those frozen axes so that the body does not rotate because it's very resistant to.
このアプローチにはいくつか素晴らしい特徴があります。最も重要なのは、ソルバ後のステップとしてフリーズ軸の周りで回転を相殺するアプローチとは対照的に正しくスリープするように実行するボディにします。
However the downside is that very stiff solver constraints can be generated when such bodies are connected with joints. When the flag is set, PhysX would ignore constraints that produce huge impulses generating only a small change in velocity.
それはジョイントシミュレーションの全体的制度を低下させる可能性もある一方、2D のケースのように拘束構成上で役立つことが実証されています。
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