运动学刚体和其他刚体碰撞时可以将之唤醒,而且,放在其上时,能够对其施加摩擦力。
Kinematic Rigidbodies correctly wake up other Rigidbodies when they collide with them, and they apply friction to Rigidbodies placed on top of them.
所以如果你有许多希望四处移动并有不同的对象要恰好砸到它们的静态碰撞器,那就用运动学刚体碰撞器吧。
So if you have a lot of Static Colliders that you want to move around and have different object fall on them correctly, use Kinematic Rigidbody Colliders.
Bullet是一个3d的开源物理引擎,支持3d的刚体和软体力学以及碰撞检测。
Bullet is a 3d open source physics engine that supports rigid - and soft-body dynamics and collision detection in 3d.
对于刚体对象,大部分碰撞检测算法所依赖的数据结构都可以在预处理阶段处理完毕。
For rigid object, the data structures that most collision detection algorithms depend on end in the pre-processing phase.
船舶碰撞过程中,被撞船的刚体运动较之碰撞区的局部损伤变形而言,存在一定程度的滞后效应。
The rigid body motion of a struck ship in collision is delayed to a certain extent, compared with local damage deformation of collision zone.
当用户按下开火时,火箭发射器实例一个火箭预置物体。预置物体包含一个网格、刚体、碰撞器和一个子游戏物体包含的粒子系统拖尾。
A rocket launcher instantiates a rocket Prefab when the user presses fire. The Prefab contains a mesh, Rigidbody, Collider, and a child GameObject that contains a trail particle system.
船舶碰撞过程中,被撞船的刚体运动较之碰撞区的局部损伤变形存在一定程度的滞后。
The rigid body motion of struck ship in collision is delayed to a certain extent, compared with local damage deformation of collision zone.
(忽略抓取碰撞):如果勾选,任何被控制器抓取的物品都不会和游玩区的盒碰撞体及刚体发生碰撞。
Ignore grabbed Collisions: If this is checked then any items that are grabbed with the controller will not collide with the box collider and rigid body on the play area.
非弹性、弹性或刚体间无滑移的碰撞可以用此方法自动处理而不必求助于特殊的算法。
No-slip impact between bodies, inelastic, elastic, or rigid, is handled automatically by the method without resorting to a special contact algorithm.
针对某轿车建立了基于多刚体理论的侧面碰撞乘员约束系统动态仿真模型,并依据试验结果进行了模型的有效性验证。
The dynamic simulation model based on the multi-rigid-body theory of the passenger restraint system for side impact of a car is created, and its validity is verified by tests.
文中根据刚体动力学及动量守恒定理,建立起颗粒–壁面碰撞三维数学模型,并采用此三维数学模型研究了壁面约束效应对细长颗粒流化特性的影响。
The three-dimensional particle-wall collision mathematical models were founded in the light of the kinetic of rigid and the momentum conservation law, and the effects of wall on the f.
本文是以大型复杂环境模型中的刚体为研究对象,着重论述了基于OBB碰撞检测方法的相关问题。
This thesis focuses on the rigid bodies of large-scale complex environment as the research target and emphasizes on the relevant problems of OBB collision detection algorithm.
刚体通常和原型碰撞器配合使用。
Rigidbodies are most often used in combination with primitive colliders.
当然也应该意识到为了使两个触发器碰撞时发出碰撞事件,其中一个必须包含刚体。
Be aware that in order for two Triggers to send out trigger events when they collide, one of them must include a Rigidbody as well.
为了实现运动刚体间快速精确的碰撞检测,提出了一种新的连续碰撞检测算法。
To detect the collision between moving rigid bodies accurately and rapidly, a novel continuous collision detection algorithm was presented.
比如,如果有一个活动的平台并想在上面放一些刚体盒子,那就应该设置平台为运动学刚体而不仅是不加刚体的碰撞器。
For example if you have an animated platform and you want to place some Rigidbody boxes on top, you should make the platform a Kinematic Rigidbody instead of just a Collider without a Rigidbody.
如果你直接移动一个非运动学刚体的Transform,它和其他对象的碰撞可能出问题。
If you move the Transform of a non-Kinematic Rigidbody directly it may not collide correctly with other objects.
一个触发器和一个普通碰撞器碰撞,其中之一必须附加刚体。
For a Trigger to collide with a normal Collider, one of them must have a Rigidbody attached.
一个静态碰撞器是一个包含碰撞器但不含刚体的游戏对象。
Static Collider is a GameObject that has a Collider but not a Rigidbody.
当父级刚体受力移动时,子级碰撞器也随之一起移动。
When the Rigidbody parent is moved around by forces, the child Colliders move along with it.
刚体在软体对象环境中的碰撞检测在虚拟现实的研究领域具有很大的普遍性,但以往的研究较少。
Collision Detection for rigid object in deformable environment is very popular in the field of virtual reality such as surgery simulation and so on, but few research has been made.
因为刚体允许对象被物理系统控制。碰撞器使对象之间产生碰撞作用。
Whereas Rigidbodies allow objects to be controlled by physics, Colliders allow objects to collide with each other.
碰撞器并不一定需要附加刚体,但是要使移动物体具有碰撞效果必须附加刚体。
Collider does not necessarily need a Rigidbody attached, but a Rigidbody must be attached in order for the object to move as a result of collisions.
指的是没有附加刚体而附加了碰撞器的游戏对象。
These are GameObjects that do not have a Rigidbody attached, but do have a Collider attached.
比如,如果有一个活动的平台并想在上面放一些刚体盒子,那就应该设置平台为运动学刚体而不仅是不加刚体的碰撞器。
For example if you have an animated platform and you want to place some Rigidbody boxes on top, you should make the platform a Kinematic Rigidbody instead of just a Colliderwithout a Rigidbody.
比如,如果有一个活动的平台并想在上面放一些刚体盒子,那就应该设置平台为运动学刚体而不仅是不加刚体的碰撞器。
For example if you have an animated platform and you want to place some Rigidbody boxes on top, you should make the platform a Kinematic Rigidbody instead of just a Colliderwithout a Rigidbody.
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