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Unity3D中的物理材質Physic Material



物理材質 Physic Material

Date:2012-07-06 14:10

The Physic Material is used to adjust friction and bouncing effects of colliding objects.

物理材質用於調整摩擦力和碰撞單位之間的反彈效果。

To create a Physic Material select Assets->Create->Physic Material from the menu bar. Then drag the Physic Material from the Project View onto a Collider

in the scene.

建立物理材質的方式是選擇選單欄的Assets->Create->Physic Material。然後將其從專案檢視中拖給場景中的一個碰撞單位。


The Physic Material Inspector 物理材質的檢視檢視。

Properties 屬性

  • Dynamic Friction 動態摩擦力 The friction used when already moving. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it come to rest very quickly unless a lot of force or gravity pushes the object.
    滑動摩擦力。當物體移動時的摩擦力。通常為0到1之間的值。值為0的效果像冰,而設為1時,物體運動將很快停止,除非有很大的外力或重力來推動它。
  • Static Friction 動態摩擦力 The friction used when an object is laying still on a surface. Usually a value from 0 to 1. A value of zero feels like ice, a value of 1 will make it very hard to get the object moving.
    靜摩擦力。當物體在表面靜止的摩擦力。通常為0到1之間的值。當值為0時,效果像冰,當值為1時,使物體移動十分困難。
  • Bouncyness 彈力 How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
    表面的彈力。值為0時不發生反彈。值為1時反彈不損耗任何能量。
  • Friction Combine Mode
    摩擦力組合方式 How the friction of two colliding objects is combined.
    定義兩個碰撞物體的摩擦力如何相互作用。
  •     Average 平均 The two friction values are averaged.
    使用兩個摩擦力的均值。
  •     Min 最小值 The smallest of the two values is used.
    最小值。使用兩個值中最小的一個。
  •     Max 最大值 The largest of the two values is used.
    最大值,使用兩個值中最大的一個。
  •     Multiply 相乘 The friction values are multiplied with each other.
    相乘。使用兩個摩擦力的乘積。
  • Bounce Combine 反彈組合 How the bouncyness of two colliding objects is combined. It has the same modes as Friction Combine Mode
    定義兩個相互碰撞的物體的相互反彈模式,它的模式種類和相互摩擦力模式一樣。
  • Friction Direction 2 摩擦力方向2 The direction of anisotropy. Anisotropic friction is enabled if this direction is not zero. Dynamic Friction 2 and Static Friction 2 will be applied along Friction Direction 2.
    各向異性摩擦力的方向。如果這個向量是非零的,向異性摩擦力被啟用。滑動摩擦力2與靜摩擦力2應用於該方向。向異性摩擦力用來定義不同方向的不同摩擦力,比如用於實現一個滑板,它向前和向後的摩擦力都很小,但是往兩邊的摩擦力很大。
  • Dynamic Friction 2 動態摩擦力 2 If anisotropic friction is enabled, DynamicFriction2 will be applied along Friction Direction 2.
    如果各向異性摩擦力生效,那麼滑動摩擦力2將應用於該方向。
  • Static Friction 2 靜態摩擦力 2 If anisotropic friction is enabled, StaticFriction2 will be applied along Friction Direction 2.
    如果向異性摩擦力生效,那麼靜摩擦力2將應用於該方向。

Details 細節

Friction is the quantity which prevents surfaces from sliding off each other. This value is critical when trying to stack objects. Friction comes in two forms, dynamic and static. Static friction is used when the object is lying still. It will prevent the object from starting to move. If a large enough force is applied to the object it will start moving. At this point Dynamic Friction will come into play. Dynamic Friction will now attempt to slow down the object while in contact with another.

摩擦力是使得表面不相互滑動的量。當想把物體堆在一起時,這個值很關鍵。摩擦力表現為兩種形式:滑動摩擦力和靜摩擦力。靜摩擦力在物體靜止時生效,它阻止物體開始運動。而當外力夠大時物體開始運動,這時滑動摩擦力將生效,它嘗試使物體變慢,當其與其他物體接觸時。

Hints

  • Don't try to use a standard physic material for the main character. Make a customized one and get it perfect.
    不要讓主角使用標準的物理材質,為其定製一個來達到完美效果