ConfigurableJoint 可配置关节

Inherits from Joint

The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.

可配置关节是一个非常灵活的关节,让你完全控制旋转和线性运动。

You can build all other joints with it and much more but it is also more complicated to setup.  It gives you control over motors, drives and joint limits for each rotation axis and and linear degree of freedom.

你也可以用它构建所有其他关节,但是它的设置也是非常复杂的。它让你为每个旋转轴和线性自由度控制motor,drive和关节限制。

它让你在每个旋转轴线自由度上完全控制motor.drive和关节限制。

Variables变量

  • secondaryAxis
    The joint's secondary axis.
          关节的副轴。
  • xMotion
    Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit
          根据线性限制允许沿着X轴Free、完全Locked或Limited移动。
  • yMotion
    Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit
          根据线性限制允许沿着Y轴Free、完全Locked或Limited移动。
  • zMotion
    Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit
          根据线性限制允许沿着Z轴Free、完全Locked或Limited移动。
  • angularXMotion
    Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit
          根据 Low和High Angular XLimit,允许沿着X轴旋转以Free、完全Locked或Limited方式。
  • angularYMotion
    Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit
          根据Angular YLimit,允许沿着Y轴旋转以Free、完全Locked或Limited方式。
  • angularZMotion
    Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit
          根据Angular ZLimit,允许沿着Y轴旋转以Free、完全Locked或Limited方式。
  • linearLimit
    Boundary defining movement restriction, based on distance from the joint's origin
          基于从关节原点的距离,定义移动约束边界。
  • lowAngularXLimit
    Boundary defining lower rotation restriction, based on delta from original rotation
          基于从原始旋转的增量,定义的最小旋转约束边界。
  • highAngularXLimit
    Boundary defining upper rotation restriction, based on delta from original rotation.
          基于从原始旋转的增量,定义的最大旋转约束边界。
  • angularYLimit
    Boundary defining rotation restriction, based on delta from original rotation
          基于从原始旋转的增量,定义旋转约束边界。
  • angularZLimit
    Boundary defining rotation restriction, based on delta from original rotation
          基于从原始旋转的增量,定义旋转约束边界。
  • targetPosition
    The desired position that the joint should move into
          关节可以移动到所需的位置。
  • targetVelocity
    The desired velocity that the joint should move along
          关节移动到所需的速度。
  • xDrive
    Definition of how the joint's movement will behave along its local X axis
          定义关节的移动如何沿着自身X轴活动。
  • yDrive
    Definition of how the joint's movement will behave along its local Y axis
          定义关节的移动如何沿着自身Y轴活动。
  • zDrive
    Definition of how the joint's movement will behave along its local Z axis
          定义关节的移动如何沿着自身Z轴活动。
  • targetRotation
    This is a Quaternion. It defines the desired rotation that the joint should rotate into.
          这是一个四元数。它定义关节可以旋转到的所需旋转角。
  • targetAngularVelocity
    This is a Vector3. It defines the desired angular velocity that the joint should rotate into.
          这是一个三维向量。它定义关节旋转所需角速度。
  • rotationDriveMode
    Control the object's rotation with either X & YZ or Slerp Drive by itself
          控制物体的旋转,使用自身的XYAndZ或slerp驱动。
  • angularXDrive
    Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist
          定义关节的旋转如何绕它自身的X轴旋转,只用于如果旋转驱动模式是Swing和Twist。
  • angularYZDrive
    Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist
          定义关节的旋转如何绕它自身的Y轴和Z轴旋转,只用于如果旋转驱动模式是Swing和Twist。
  • slerpDrive
    Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only
          定义关节的旋转如何绕所有自身的轴旋转,只用于如果旋转驱动模式是Slerp方式。
  • projectionMode
    Properties to track to snap the object back to its constrained position when it drifts off too much
          该属性用来在物体偏离太多时,追踪捕捉物体将它返回到约束位置。
  • projectionDistance
    Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position
          来自已连接刚体的距离,在物体返回到一个可接受的位置之前必须超过这个距离。
  • projectionAngle
    Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position
          来自已连接刚体的角度差,在物体返回到一个可接受的位置之前必须超过这个角度。
  • configuredInWorldSpace
    If enabled, all Target values will be calculated in world space instead of the object's local space
          如果启用,所有目标值将在世界坐标空间中计算而不是物体的自身坐标空间。

Inherited members继承成员Inherited Variables继承变量

  • connectedBody
    A reference to another rigidbody this joint connects to.
    这个关节连接到的另一个刚体的引用。
  • axis
    The Direction of the axis around which the body is constrained.
    物体被约束绕这个轴的方向。
  • anchor
    The Position of the anchor around which the joints motion is constrained.
    关节的运动被约束绕这个锚的位置。
  • breakForce
    The force that needs to be applied for this joint to break.
    需要应用给这个关节断开的力。
  • breakTorque
    The torque that needs to be applied for this joint to break.
    需要应用给这个关节断开的力矩。
  • transform
    The Transform attached to this GameObject (null if there is none attached).
          Transform附加到GameObject(游戏物体)(如无附加则为空)。
  • rigidbody
    The Rigidbody attached to this GameObject (null if there is none attached).
          Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。
  • camera
    The Camera attached to this GameObject (null if there is none attached).
          Camera附加到GameObject(游戏物体)(如无附加则为空)。
  • light
    The Light attached to this GameObject (null if there is none attached).
          Light附加到GameObject(游戏物体)(如无附加则为空)。
  • animation
    The Animation attached to this GameObject (null if there is none attached).
          Animation附加到GameObject(游戏物体)(如无附加则为空)。
  • constantForce
    The ConstantForce attached to this GameObject (null if there is none attached).
          ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。
  • renderer
    The Renderer attached to this GameObject (null if there is none attached).
          Renderer附加到GameObject(游戏物体)(如无附加则为空)。
  • audio
    The AudioSource attached to this GameObject (null if there is none attached).
          AudioSource附加到GameObject(游戏物体)(如无附加则为空)。
  • guiText
    The GUIText attached to this GameObject (null if there is none attached).
          GUIText附加到GameObject(游戏物体)(如无附加则为空)。
  • networkView
    The NetworkView attached to this GameObject (Read Only). (null if there is none attached)
          NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。
  • guiTexture
    The GUITexture attached to this GameObject (Read Only). (null if there is none attached)
          GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。
  • collider
    The Collider attached to this GameObject (null if there is none attached).
          Collider附加到GameObject(游戏物体)(如无附加则为空)。
  • hingeJoint
    The HingeJoint attached to this GameObject (null if there is none attached).
          HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。
  • particleEmitter
    The ParticleEmitter attached to this GameObject (null if there is none attached).
          ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。
  • gameObject
    The game object this component is attached to. A component is always attached to a game object.
          组件附加的游戏物体。一个组件总是被附加到一个游戏物体。
  • tag
    The tag of this game object.
          游戏物体的标签。
  • name
    The name of the object. //物体的名字
  • hideFlags
    Should the object be hidden, saved with the scene or modifiable by the user?
       物体是否被隐藏、保存在场景中或被用户修改?

Inherited Functions继承函数

  • GetComponent
    Returns the component of Type type if the game object has one attached, null if it doesn't.
          如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。
  • GetComponent.<T>
  • GetComponent
    Returns the component with name type if the game object has one attached, null if it doesn't.
          如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。
  • GetComponentInChildren
    Returns the component of Type type in the GameObject or any of its children using depth first search.
    返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。
  • GetComponentInChildren.<T>
  • GetComponentsInChildren
    Returns all components of Type type in the GameObject or any of its children.
          在GameObject或任何它的子物体,返回全部Type类型组件
  • GetComponentsInChildren.<T>
  • GetComponents
    Returns all components of Type type in the GameObject.
          在游戏物体返回全部Type类型组件。
  • GetComponents.<T>
  • CompareTag
    Is this game object tagged tag?
          游戏物体有被标记标签么?
  • SendMessageUpwards
    Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
          在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。
  • SendMessage
    Calls the method named methodName on every MonoBehaviour in this game object.
          在游戏物体每一个MonoBehaviour上调用名为methodName的方法。
  • BroadcastMessage
    Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
          在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
  • GetInstanceID
    Returns the instance id of the object.
       返回物体的实例ID
  • ToString
    Returns the name of the game object.
    返回游戏物体的名称。

Messages Sent发送消息

  • OnJointBreak
    Called when a joint attached to the same game object broke.
          当附加到相同游戏物体上的关节被断开时调用。

Inherited Class Functions继承类函数

  • Destroy
    Removes a gameobject, component or asset.
       删除一个游戏物体、组件或资源
  • DestroyImmediate
    Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
       立即销毁物体obj,强烈建议使用Destroy代替。
  • DontDestroyOnLoad
    Makes the object target not be destroyed automatically when loading a new scene.
       加载新场景的时候使目标物体不被自动销毁。
  • FindObjectOfType
    Returns the first active loaded object of Type type.
       返回Type类型第一个激活的加载的物体。
  • FindObjectsOfType
    Returns a list of all active loaded objects of Type type.
       返回Type类型的所有激活的加载的物体列表
  • Instantiate
    Clones the object original and returns the clone.
        克隆原始物体,并返回克隆的物体
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