Version: 2018.4
Friction Joint 2D
Relative Joint 2D

Hinge Joint 2D

Hinge Joint 2D или шарнирная петля это компонент, контролируемый физикой rigidbody, который позволяет присоединить Sprite к точке в пространстве, вокруг которой данный объект может вращаться. Вращение может быть пассивным (скажем, в ответ на столкновение) или активным, т.е. приведено в движение двигателем. Шарнирная петля также может быть настроена для предотвращения полного поворота тела.

Свойства

Свойство: Функция:
Enable Collision Check the box to enable collisions between the two connected GameObjects.
Connected Rigid Body Specify the other GameObject this Hinge Joint 2D connects to. If you leave this as None, the other end of the Hinge Joint 2D is fixed to a point in space defined by the Connected Anchor setting. Select the circle to the right of the field to view a list of GameObjects to connect to.
Auto Configure Connected Anchor Check this box to automatically set the anchor location for the other GameObject this Hinge Joint 2D connects to. If you check this, you don’t need to complete the Connected Anchor fields.
Anchor Define where (in terms of x, y co-ordinates on the RigidBody 2D) the end point of the Friction Joint 2D connects to this GameObject.
Connected Anchor Define where (in terms of x, y co-ordinates on the RigidBody 2D) the end point of the Friction Joint 2D connects to the other GameObject.
Motor Use this to change Motor settings.
Use Motor Check the box to enable the hinge motor.
Motor Speed Целевая скорость двигателя (градусов/секунду).
Maximum Motor Force Максимальный крутящий момент двигателя пока возможно достигнуть целевой скорости.
Use Limits Check this box to limit the rotation angle
Angle Limits Use these settings to set limits if Use Limits is enabled.
Lower Angle Нижний конец дуги поворота в соответствии с ограничениями.
Upper Angle Верхний конец дуги поворота в соответствии с ограничениями.
Break Force Specify the linear (or straight line) force level needed to break and therefore delete the joint. Infinity means it is unbreakable.
Break Torque Specify the the angular (or rotation) level needed to break and therefore delete the joint. Infinity means it is unbreakable.

Notes

Название шарнирная петля подразумевает что-то вроде дверной петли (и, конечное, это может быть использовано для реализации дверной петли), но это общее понятие, относящееся к чему угодно, что вращается вокруг конкретной точки. Это также может быть использовано для реализации деталей машины, движения колес, маятников и многих других схожих вещей.

You can use this joint to make two points overlap. Those two points can be two Rigidbody 2D components, or a Rigidbody 2D component and a fixed position in the world. Connect the Hinge Joint 2D to a fixed position in the world by setting Connected Rigid Body to None. The joint applies a linear force to both connected Rigidbody 2D GameObjects.

The Hinge Joint 2D has a simulated rotational motor which you can turn on or off. Set the Maximum Motor Speed and Maximum Motor Force to control the angular speed (Torque) and make the two Rigidbody 2D GameObjects rotate in an arc relative to each other. Set the limits of the arc using Lower Angle and Upper Angle.

Constraints

Hinge Joint 2D has three simultaneous constraints. All are optional:

  • Maintain a relative linear distance between two anchor points on two Rigidbody 2D GameObjects.
  • Maintain an angular speed between two anchor points on two Rigidbody 2D GameObjects (limited with a maximum torque in Maximum Motor Force .
  • Maintain an angle within a specified arc.

You can use this joint to construct physical GameObjects that need to behave as if they are connected with a rotational pivot. For example:

  • A see-saw pivot where the horizontal section is connected to the base. Use the joint’s Angle Limits to simulate the highest and lowest point of the see-saw’s movement.
  • A pair of scissors connected together with a hinge pivot. Use the joint’s Angle Limits to simulate the closing and maximum opening of the scisssors.
  • A simple wheel connected to the body of a car with the pivot connecting the wheel at its center to the car. In this example you can use the Hinge Joint 2D’s motor to rotate the wheel.

See Joints 2D: Details and Hints for useful background information on all 2D joints.

Friction Joint 2D
Relative Joint 2D