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clothskinningcoefficient.collisionsphereradius 碰撞球體半徑

2015-1-4 15:47| 發布者: 楊炎| 查看: 2232| 評論: 0|原作者: 蠻牛|來自: unity3d腳本manual

摘要: clothskinningcoefficient.collisionsphereradius 碰撞球體半徑varcollisionsphereradius: floatdescription描述definition of a sphere a vertex is not allowed to enter. this allows collision against the anim ...

clothskinningcoefficient.collisionsphereradius 碰撞球體半徑

varcollisionsphereradius: float

description描述

definition of a sphere a vertex is not allowed to enter. this allows collision against the animated cloth.

定義一個球體的一個頂點不允許進入。這允許反向碰撞動畫布料。

the pair (collisionsphereradius, collisionspheredistance) define a sphere for each cloth vertex. the sphere's center is located at the position constrainposition - constrainnormal * (collisionsphereradius + collisionspheredistance) and its radius is collisionsphereradius, where constrainposition and constrainnormal are the vertex positions and normals generated by the meshrender" target="_blank" class="relatedlink">skinnedmeshrenderer. the skinnedcloth makes sure that the cloth vertex does not enter this sphere. as a typical usecase, set collisionspheredistance to zero and collisionsphereradius to a large value w.r.t. the triangle size. in this setup, the cloth collides against the skinned mesh. default: 0.5 range: [0,inf)

這兩個(collisionsphereradius, collisionspheredistance) 定義每個布料頂點的一個球體。該球體的中心是位于位置 constrainposition - constrainnormal * (collisionsphereradius + collisionspheredistance) 并且它的半徑是collisionsphereradius,其中constrainposition和constrainnormal是頂點位置和由skinnedmeshrenderer生成的法線。skinnedcloth確保布料頂點不進入這個球體。作為一個典型的用例,設置collisionspheredistance為0和collisionsphereradius一個大值 w.r.t.。t是三角形大小。在這個設置,布料反向碰撞蒙皮網格。默認:0.5 范圍:[0,inf]

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