Version: 2020.3
언어: 한국어

# ArticulationBody

class in UnityEngine

/

다음으로부터 상속:Behaviour

매뉴얼로 전환

## 설명

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.

## 변수

 anchorPosition Position of the anchor relative to this body. anchorRotation Position of the anchor relative to this body. angularDamping Damping factor that affects how this body resists rotations. angularVelocity The angular velocity of the body defined in world space. centerOfMass The center of mass of the body defined in local space. dofCount The amount of degrees of freedom of a body. immovable Allows you to specify that this body is not movable. index The index of the body in the hierarchy of articulation bodies. inertiaTensor The inertia tensor of this body. inertiaTensorRotation The rotation of the inertia tensor. isRoot Indicates whether this body is the root body of the articulation (Read Only). jointAcceleration The joint acceleration in reduced coordinates. jointForce The joint force in reduced coordinates. jointFriction Allows you to specify the amount of friction that is applied as a result of connected bodies moving relative to this body. jointPosition The joint position in reduced coordinates. jointType The type of joint connecting this body to its parent body. jointVelocity The joint velocity in reduced coordinates. linearDamping Damping factor that affects how this body resists linear motion. linearLockX The type of lock along X axis of movement. linearLockY The type of lock along Y axis of movement. linearLockZ The type of lock along Z axis of movement. mass The mass of this articulation body. maxAngularVelocity The maximimum angular velocity of the articulation body measured in radians per second. maxDepenetrationVelocity The maximum velocity of an articulation body when moving out of penetrating state. maxJointVelocity The maximum joint velocity of the articulation body joint in reduced coordinates. maxLinearVelocity The maximum linear velocity of the articulation body measured in meters per second. parentAnchorPosition Position of the anchor relative to this body's parent. parentAnchorRotation Position of the anchor relative to this body's parent. sleepThreshold The mass-normalized energy threshold, below which objects start going to sleep. solverIterations The solverIterations determines how accurately articulation body joints and collision contacts are resolved. solverVelocityIterations The solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce. swingYLock The magnitude of the conical swing angle relative to Y axis. swingZLock The magnitude of the conical swing angle relative to Z axis. twistLock The type of lock for twist movement. useGravity Controls whether gravity affects this articulation body. velocity Linear velocity of the body defined in world space. worldCenterOfMass The center of mass of the body defined in world space (Read Only). xDrive The properties of drive along or around X. yDrive The properties of drive along or around Y. zDrive The properties of drive along or around Z.

## 변수

 enabled Enabled Behaviours are Updated, disabled Behaviours are not. isActiveAndEnabled Has the Behaviour had active and enabled called? gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object.

## Public 함수

 BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. CompareTag Is this game object tagged with tag ? GetComponent Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. GetComponentInChildren Returns the component of Type type in the GameObject or any of its children using depth first search. GetComponentInParent Returns the component of Type type in the GameObject or any of its parents. GetComponents Returns all components of Type type in the GameObject. GetComponentsInChildren Returns all components of Type type in the GameObject or any of its children. Works recursively. GetComponentsInParent Returns all components of Type type in the GameObject or any of its parents. SendMessage Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Returns the instance id of the object. ToString Returns the name of the object.

## 정적 함수

 Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindObjectOfType Returns the first active loaded object of Type type. FindObjectsOfType Gets a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone.

## 연산자

 bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.