注:文中红色的部分都是我在实践中的一些理解,建议大家参考一下
This page contains a reference listing of properties in the Physics and Collision categories of properties. If you are looking for reference on Collision Responses or Collision Presets please see: Collision Response Reference.
这页包含一个列举了所有物理属性和碰撞属性的的参考文档。如果你想查看碰撞响应与碰撞预设请参考Collision Response Reference.
Below are the properties for Physics Bodies (Body Instances) separated by major category.
下面是根据主要类别展示的物理实体(实体的实例)属性
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Simulate Physics 模拟物理效果 |
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. 如果勾选,则实体会开启物理模拟。如果不勾选,实体将会固定住并且会移动到你所指定的位置。 |
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Mass in KG 质量 KG为单位 |
Mass of the body in KG. 实体的质量(KG为单位) |
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Angular Damping 角度阻尼 |
'Drag' force added to reduce angular movement 添加到实体上的力来阻塞其旋转 |
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Linear Damping 线性运动阻尼 |
'Drag' force added to reduce linear movement 添加到实体上的力来阻塞其移动 |
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Enable Gravity 是否启用重力 |
If object should have the force of gravity applied. 实体对象是否启用重力 |
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Constraints(约束与限制) |
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Lock Position(锁定位置) | When a Locked Axis Mode is selected, will lock translation on the specified axis. 当一个轴的锁定开启时,他就会在特定的轴上锁定坐标位置
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Lock Rotation(锁定旋转) | When a Locked Axis Mode is selected, will lock rotation to the specified axis. 当一个轴的锁定开启时,他就会在特定的轴上锁定旋转
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Mode(模式) 这里要特殊说明一下Custome Plane里的三个参数X,Y,Z。 参数里的X,Y,Z。就是平面方程ax+by+cz+d = 0的a,b,c三个参数。d的值可以由当前的坐标求出来。比如,当参数X=1,Y=0,Z=0时,且该物体坐标为(1,0,0)。则该平面的方程就是 x = 1, 则该物体在x =1的平面中移动。 |
Locks physical movement along specified axis. 根据特定的轴锁定实体的移动
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Property | Description | |
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Auto Weld 自动连接为整体 |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root 如果勾选并且该实体关联到一个父类实体,他们就会合成一个单独的的碰撞实体。类似碰撞轮廓等物理的设置都由根节点决定 |
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Start Awake 开始时唤醒 |
If object should start awake, or if it should initially be sleeping.
实体是在游戏开始时就唤醒物体模拟,或是一开始处于待唤醒状态 |
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Center Of Mass Offset 重心偏移 |
User specified offset for the center of mass of this object, from the calculated location.
从计算后的位置再增加一个特定的重心偏移 |
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Mass Scale 重力的缩放比例 |
Per-instance scaling of mass.
每个实例的重力缩放比例 |
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Max Angular Velocity 最大角速度 |
The maximum angular velocity for this instance.
实例的最大角速度 |
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Use Async Scene 使用异步的场景 |
If true, this body will be put into the asynchronous physics scene. If false, it will be put into the synchronous physics scene. If the body is static, it will be placed into both scenes regardless of the value of bUseAsyncScene. 如果勾选的话,实体将会放在异步的物理场景中。如果不勾选,他就会放到同步的物理场景。如果实体是一个静态实体,无论bUseAsyncScene是什么值,他都会直接被放在两个场景 |
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Override Max Depenetration Velocity 覆盖最大的重叠移动速度 |
Whether this body instance has its own custom MaxDepenetrationVelocity.
这个实体实例是否有自己的最大重叠移开速度 (注:这里对重叠移动速度做进一步的解释。场景的物体可能由于开始没有模拟物理效果,或者没有设置碰撞。会发生重叠,一旦开启物理碰撞,物体就会以一个加速度脱离重叠的物体。penentrate是渗透的意思,depenentrate就表示反义,脱离重叠) |
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Max Depenetration Velocity 最大脱离重叠速度 |
The maximum velocity used to depenetrate this object.
最大脱离重叠速度 |
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Override Walkable Slope on Instance 对该实例重写该实体可行走的坡度 |
Whether this instance of the object has its own custom walkable slope override setting.
实例本身是否有自己的可行走的坡度 (注:该选项就是自定义 当前实体可行走坡度 的一个开关。也就是说,勾选后,你可以设置增加或减少该实体可以让其他物体在上面行走的角度。比如,这个实体是一个斜面,但是你不想让任何物体在上面走,你就可以在Walkable Slope Behavior设置为Decrease Walkable slope。Walkable Slope Angle为90°,这样任何角色都不可以在上面行走了。不过,要注意,这不代表物体不能短暂性的落在上面。) |
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Walkable Slope Override 重写在该实体上可行走的坡度 |
Custom walkable slope setting for this body.See the Walkable Slope documentation for usage information. 该实体自定义的可行走坡度设定。查看链接 Walkable Slope来获取更多有效的信息。 |
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Walkable Slope Behavior 可行走的坡度行为 |
Behavior of this surface (whether we affect the walkable slope).
表面的行为(就是 是否影响行可走的坡度) |
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Walkable Slope Angle 可行走的角度 |
Override walkable slope, applying the rules of the Walkable Slope Behavior.
覆盖可以行走的斜度,根据上个选项Walkable Slope Behavior来决定效果 |
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Sleep Family 休眠集 |
The set of values used in considering when put this body to sleep.
一个决定集合,决定什么时候让实体静止不动 (注:里面有两个选项,第一个是Normal,第二个是sensitive。Normal适合大部分情况,不过在某些弧形移动的转折点或者钟摆的速度非常小的地方会导致物体静止。sensitive即使在这两个情况下也不会停止运动。) |
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Position Solver Iteration Count 位置计算迭代数 |
This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized.
物理实体计算位置的迭代次数。次数越多,对CPU的消耗越大,但是移动动作会越平稳 |
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Velocity Solver Iteration Count 角度计算迭代数 |
This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized.
物理实体计算角度的迭代次数。次数越多,对CPU的消耗越大,但是旋转动作会越平稳 |
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Should Update Physics Volume 是否更新物理体积 |
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
当组件移动时,重叠的缓存物理体积是否被立即更新 |
Property | Description | |
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Simulation Generates Hit Events 模拟产生碰撞事件 |
Should 'Hit' events fire when this object collides during physics simulation.
“击中”事件会在模拟物理开启时产生。 |
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Phys Material Override 覆盖物理的材料 |
Allows you to override the PhysicalMaterial to use for simple collision on this body.
允许你覆盖物理材料来给实体添加简单的碰撞。 |
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Generate Overlap Events 产生重叠事件 |
If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur.
如果勾选,这个组件就会在和其他组件重叠时生成重叠事件。但是这两个组件必须对彼此开启了允许重叠的开关。 |
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Collision Responses 碰撞应答 |
See the Collision Response Reference documentation for more information. 查看Collision Response Reference 文档来获取更多信息 |
Property | Description | |
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Use CCD 使用持续的碰撞 |
If true Continuous Collision Detection (CCD) will be used for this component.
如果勾选,这个组件就会持续的进行碰撞检测。 |
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Always Create Physics State 总是创建物理状态 |
Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers
表示我们是否总是想要创建物理状态(针对碰撞和其他物理模拟)。如果将他设置为否,他也会创建物理状态,不过只在发生碰撞和开启物理模拟的时候。这个可以帮助你避免每次触发时创建物理状态的开销。 |
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Multi Body Overlap 复杂的实体重叠 |
If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components. 勾选的话,如果这个组件是一个多实体构成的组件,他就会给每个物理实体生成独立的重叠事件。如果设置为否,无论这个实体有多少重叠的组件或子实体,这个组件就会只生成一个重叠事件。这个标识对单实体的组件无效。 |
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Check Async Scene On Move 移动时检查异步场景 |
If true, this component will look for collisions on both physic scenes during movement. Only required if the asynchronous physics scene is enabled and has geometry in it, and you wish to test for collisions with objects in that scene.
如果勾选,这个组件会在移动时在两个物理场景检测碰撞。只在下面所说的情况下需要,异步场景开启并且里面有几何体,而且你想要在那个场景里测试碰撞。 (注:这个标识虽然在每个场景都存在,但是只对身上有 movement组件的实体有效。) |
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Trace Complex On Move 移动时跟踪检测复杂的碰撞 |
If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead.
如果勾选,组件扫描就会在移动时跟踪到复杂的碰撞(比如检测到每一个三脚面)。如果不勾选,就会简单的检测碰撞实体的轮廓。 |
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Return Material On Move 移动时返回材质 |
If true, component sweeps will return the material in their hit result.
如果勾选,组件扫描会返回他们碰撞的物体材质。 |
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Can Ever Affect Navigation 能否影响导航 |
Whether this component can potentially influence navigation 这个组件是否能潜在的影响导航 |