《Unity虚拟现实技术及其应用》 课件 physics_第1页
《Unity虚拟现实技术及其应用》 课件 physics_第2页
《Unity虚拟现实技术及其应用》 课件 physics_第3页
《Unity虚拟现实技术及其应用》 课件 physics_第4页
《Unity虚拟现实技术及其应用》 课件 physics_第5页
已阅读5页,还剩31页未读 继续免费阅读

下载本文档

版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领

文档简介

Physics描述游戏对象的基本物理过程,加速运动,碰撞等物理组件RigidbodyColliderCharacterControllerJointConstantForce添加物理组件Rigidbody与添加相机组件和代码组件一样的过程….Rigidbody组件的基本参数:MassThemassoftheobject(inkilogramsbydefault)DragHowmuchairresistanceaffectstheobjectwhenmovingfromforces.0meansnoairresistance,andinfinitymakestheobjectstopmovingimmediately.AngularDragUsedforrotationIsKinematicIfenabled,theobjectwillnotbedrivenbythephysicsengine,andcanonlybemanipulatedbyitsTransform.ThisisusefulformovingplatformsorifyouwanttoanimateaRigidbodythathasaHingeJointattached.Interpolate

TryoneoftheoptionsonlyifyouareseeingjerkinessinyourRigidbody’smovement-None

NoInterpolation

isapplied.-Interpolate

TransformissmoothedbasedontheTransformofthepreviousframe.-Extrapolate

TransformissmoothedbasedontheestimatedTransformofthenextframe.CollisionDetection

Usedtopreventfastmovingobjectsfrompassingthroughotherobjectswithoutdetectingcollisions.-Discrete

UseDiscretecollisiondetectionagainstallothercollidersinthescene.Usedfornormalcollisions(Thisisthedefaultvalue).-Continuous

Thishasabigimpactonphysicsperformance,leaveitsettoDiscrete,ifyoudon’thaveissueswithcollisionsoffastobjects.ConstraintsRestrictionsontheRigidbody’smotion-FreezePosition

StopstheRigidbodymovingintheworldX,YandZaxesselectively.-FreezeRotation

StopstheRigidbodyrotatingaroundthelocalX,YandZaxesselectively.notesManipulatingyourGameObjectsbyaddingforcestoaRigidbodycreatesaverydifferentfeelandlookthanadjustingtheTransformComponentdirectly.Generally,youshouldn’tmanipulatetheRigidbodyandtheTransformofthesameGameObject-onlyoneortheother.ThebiggestdifferencebetweenmanipulatingtheTransformversustheRigidbodyistheuseofforces.ScriptingforRigidbodyphysicsgameObject.GetComponent<Rigidbody>();FunctionsofRigidbody.publicvoidAddForce(Vector3force,ForceModemode=ForceMode.Force);

ForceMode:Acceleration,ignoringitsmassForce,usingitsmassImpulse,usingitsmassVelocityChange,ignoringitsmassSeeexample...publicvoidAddTorque(Vector3torque,ForceModemode=ForceMode.Force);

Addsatorquetotherigidbody.Forcecanbeappliedonlytoanactiverigidbody.IfaGameObjectisinactive,AddTorquehasnoeffect.

Seeexample...publicvoidAddForceAtPosition(Vector3force,Vector3position,ForceModemode=ForceMode.Force);Appliesforceatposition.Asaresultthiswillapplyatorqueandforceontheobject.publicvoidAddRelativeForce(Vector3force,ForceModemode=ForceMode.Force);Addsaforcetotherigidbodyrelativetoitslocalcoordinatesystem.Seeexample…andcompareAddForce()….publicvoidAddRelativeTorque(Vector3torque,ForceModemode=ForceMode.Force);voidSetDensity():Setsthemassbasedontheattachedcollidersassumingaconstantdensity.MessagesOnCollisionEnterOnCollisionEnteriscalledwhenthiscollider/rigidbodyhasbeguntouchinganotherrigidbody/collider.OnCollisionExitOnCollisionEnteriscalledwhenthiscollider/rigidbodyhasstoppedtouchinganotherrigidbody/collider.OnCollisionStayOnCollisionStayiscalledonceperframeforeverycollider/rigidbodythatistouchingrigidbody/collider.Problem7Simulateshooting:clickthekey“Space”,theballintheFiguremoveswithaninitialvelocityunderthegravity.Comparethesituationwithandwithoutairfriction.Collidercomponent

模拟物体之间相互的碰撞效应。BoxCollider盒子碰撞器,SphereCollider球体碰撞器,CapsuleCollider胶囊碰撞器,MeshCollider网格碰撞器,TerrainCollider地形碰撞器.PropertiesofCollidergameObjectThegameobjectthiscomponentisattachedto.Acomponentisalwaysattachedtoagameobject.tagThetagofthisgameobject.transformTheTransformattachedtothisGameObject.hideFlagsShouldtheobjectbehidden,savedwiththeSceneormodifiablebytheuser?nameThenameoftheobject.publicstatic

Vector3

ClosestPoint(Vector3

point,Collider

collider,

Vector3

position,

Quaternion

rotation);public

Vector3

ClosestPointOnBounds(Vector3

position);publicclassExampleClass:MonoBehaviour

{publicfloathitPoints=100.0F;publicCollidercoll;voidStart(){coll=GetComponent<Collider>();}

voidApplyHitPoints(Vector3explosionPos,floatradius){Vector3

closestPoint=coll.ClosestPointOnBounds(explosionPos);floatdistance=Vector3.Distance(closestPoint,explosionPos);

//Thedamageshoulddecreasewithdistancefromtheexplosion.floatdamage=1.0F-Mathf.Clamp01(distance/radius);hitPoints-=damage*10.0F;

}}publicstaticbool

Raycast(Vector3

origin,

Vector3

direction,

float

maxDistance

=Mathf.Infinity,int

layerMask

=DefaultRaycastLayers,

QueryTriggerInteraction

queryTriggerInteraction

=QueryTriggerInteraction.UseGlobal);publicstaticbool

Raycast(Vector3

origin,

Vector3

direction,out

RaycastHit

hitInfo,float

maxDistance,int

layerMask,

QueryTriggerInteraction

queryTriggerInteraction);CollisionDescribesacollision.CollisioninformationispassedtoCollider.OnCollisionEnter,Collider.OnCollisionStayCollider.OnCollisionExit.voidOnCollisionEnter(Collisioncol){}PropertiesofCollisioncolliderTheColliderwehit(ReadOnly).contactsThecontactpointsgeneratedbythephysicsengine.gameObjectTheGameObjectwhosecollideryouarecollidingwith.(ReadOnly).impulseThetotalimpulseappliedtothiscontactpairtoresolvethecollision.relativeVelocityTherelativelinearvelocityofthetwocollidingobjects(ReadOnly).rigidbodyTheRigidbodywehit(ReadOnly).Thisisnulliftheobjectwehitisacolliderwithnorigidbodyattached.transformTheTransformoftheobjectwehit(ReadOnly).voidOnCollisionEnter(Collisioncollision)

{foreach(ContactPointcontactincollision.contacts){Debug.DrawRay(contact.point,contact.normal,

Color.white);}if(collision.relativeVelocity.magnitude>2)audioSource.Play();}碰撞反射Collider的基本使用方法给游戏对象添加相应的Collider组件。相互碰撞的两个物体都需要添加C

温馨提示

  • 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
  • 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
  • 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
  • 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
  • 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
  • 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
  • 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。

评论

0/150

提交评论