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script:unityengine:classes:physics:physics

Physics 物理

Namespace: UnityEngine

Description 描述

Global physics properties and helper methods.

全局物理属性和辅助方法。

Static Variables 静态变量

AllLayersLayer mask constant to select all layers.
选择所有层的层蒙版常量。
bounceThresholdTwo colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.
两个碰撞物体的相对速度如果在这个设定值之下,不会反弹。默认值2.。取值范围0到无穷大。必须为正数。
defaultContactOffsetThe default contact offset of the newly created colliders.
新创建碰撞器的默认接触偏移值。
DefaultRaycastLayersLayer mask constant to select default raycast layers.
选择默认投射层的层蒙版常数。
gravityThe gravity applied to all rigid bodies in the scene.
场景中应用到所有刚体的重力。
IgnoreRaycastLayerLayer mask constant to select ignore raycast layer.
选择忽略层的层蒙版常量。
queriesHitTriggersSpecifies whether queries (raycasts, spherecasts, overlap tests, etc.) hit Triggers by default.
指定查询(raycasts, spherecasts, overlap tests, etc.)是否碰到触发器。
sleepThresholdThe mass-normalized energy threshold, below which objects start going to sleep.
质量归一化的能量阈值,哪个对象开始休眠。
solverIterationCountThe default solver iteration count permitted for any rigid bodies (default 7). Must be positive.
默认的求解迭代次数允许使用任意刚体(默认为7)。必须为正数。

Static Functions 静态函数

BoxCastCasts the box along a ray and returns detailed information on what was hit.
沿射线投射立方体,并返回碰到的信息。
BoxCastAllLike Physics.BoxCast, but returns all hits.
就像Physics.BoxCast,但返回的是所有碰到的对象信息。
BoxCastNonAllocCast the box along the direction, and store hits in the provided buffer.
沿方向投射立方体,并储存到提供的缓冲器。
CapsuleCastCasts a capsule against all colliders in the scene and returns detailed information on what was hit.
在场景中针对所有碰撞器投射一个胶囊,并返回碰到的细节信息。
CapsuleCastAllLike Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
像Physics.CapsuleCast,但这个函数将返回所有胶囊扫描交叉碰到的对象。
CapsuleCastNonAllocCasts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.
针对场景中所有的碰撞器投射一个胶囊,并返回缓冲器中碰到什么的信息。
CheckBoxCheck whether the given box overlaps with other colliders or not.
检测给定盒是否与其他碰撞器重叠。
CheckCapsuleChecks if any colliders overlap a capsule-shaped volume in world space.
在世界坐标空间,检查胶囊体是否与任意碰撞器重叠。
CheckSphereReturns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.
在实际诶坐标空间,由位置和半径定义的球与任意碰撞器重叠,如果返回true。
GetIgnoreLayerCollisionAre collisions between layer1 and layer2 being ignored?
layer1和layer2的层忽略了么?
IgnoreCollisionMakes the collision detection system ignore all collisions between collider1 and collider2.
使碰撞检测系统忽略所有collider1和collider2碰撞。
IgnoreLayerCollisionMakes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this.
使碰撞检测系统忽略layer1和layer2中的任意碰撞器的所有碰撞。
LinecastReturns true if there is any collider intersecting the line between start and end.
在线的开始和结束位置之间,如果与任何碰撞器相交返回真。
OverlapBoxFind all colliders touching or inside of the given box.
查找给定立方体内或与之接触的所有碰撞器。
OverlapBoxNonAllocFind all colliders touching or inside of the given box, and store them into the buffer.
查找给定立方体内或与之接触的所有碰撞器,并储存在缓冲器中。
OverlapSphereReturns an array with all colliders touching or inside the sphere.
返回球内或与之接触的所有碰撞器。
OverlapSphereNonAllocComputes and stores colliders touching or inside the sphere into the provided buffer.
计算并储存该球内或与之接触的所有碰撞器到提供的缓冲器中。
RaycastCasts a ray against all colliders in the scene.
在场景中投下可与所有碰撞器碰撞的一条光线。
RaycastAllCasts a ray through the scene and returns all hits. Note that order is not guaranteed.
在场景投射一条射线并返回所有碰撞。注意不保证顺序。
RaycastNonAllocCast a ray through the scene and store the hits into the buffer.
在场景投射射线并储存碰到的对象到缓冲器中。
SphereCastCasts a sphere along a ray and returns detailed information on what was hit.
沿着射线方向投射一个球形,并返回更多的碰到的信息。
SphereCastAllLike Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
类似Physics.SphereCast,但是这个函数返回所有球形扫描到的碰撞信息。
SphereCastNonAllocCast sphere along the direction and store the results into buffer.
沿direction方向投射球体,并储存在results缓冲器中。
script/unityengine/classes/physics/physics.txt · 最后更改: 2016/08/02 05:26 (外部编辑)