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2017 unity5.5 manual_physics
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Unity 5.5 官方說明文件, 心得 Section: Physics
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2017 unity5.5 manual_physics
1.
UNITY5.5 Manual Introduction Physics (3D) 王聖川
2.
Physics Overview • Rigidbody.
負責物理運算處理. – Script中使用Rigidbody時須避免直接處理Transform. 透過給予 力量(force)來實現物理運算. – IsKinematic: 物體不再透過物理引擎運算與控制, 改由script自 行控制運動; 同時保有collision / trigger功能. – 物體進入靜止時, 物理引擎會自動將它切換至sleeping模式. Script中透過WakeUp函式喚醒.
3.
Physics Overview • Collider.
定義物體的碰撞外形(範圍). – Primitive collider: box | sphere | capsule. 單一物體可擁有多個 colliders (compound colliders). – Primitive collider無法正確計算非統一縮放後之物體的碰撞處 理 (shear transform ; non-uniform scales). – Mesh collider : 代表物體真實模型幾何去做碰撞運算處理 (處 理效能代價高); mesh collider與mesh collider之間無法進行碰 撞處理; 適合用在靜態場景物件. – Trigger: 碰撞觸發, 標示為Trigger collider之物件不會產生碰 撞物理現象, 只會回報碰撞觸發事件. – Static collider: 靜止物體, 本身不存在Rigidbody實體; static collider物件不該即時修改Transform或靜止狀態, 如此對效能 衝擊很大.
4.
Physics Overview • Collider. –
Kinematic Rogidbody collider: 以洋娃娃(ragdoll)為例, 可設計 成透過script/animation控制其行動(修改Transform), 同時也可 切換成接受物理引擎控制, 表現出物理碰撞現象. – Collision action matrix設定.
5.
Physics Overview • Joint.
接合節點, 實現即時物體接合. – Fixed joint, Hinge joint (鉸鏈), Spring joint(彈簧). – 可設定斷開(break)與接合點施力(drive force). • Character controller. 適用於第一人稱/第三人稱視角控 制. – 自動配置代表角色範圍的capsule collider. – 有物理碰撞反應,但物體不需要Rigidbody. – 與Kinematic Rigidbody用途很像?
6.
Rigidbody • 負責完整物理引擎運算工作. • Parent有改變位移時,
會拉動子物件的Rigidbody. • Script中透過力量來控制Rigidbody物件(force / torque). • 如果需要自行計算修改Transform, 啟用IsKinematic參 數. – Rigidbody將不再對物體更新Transform, 但保有碰撞運算. • 透過compound collider實現複雜外形的碰撞處理.
7.
Rigidbody • Hints – Script控制行動之物體,
要收到碰撞trigger, 需設定成 Kinematic Rigidbody Trigger collider. – 物體實際尺寸對物理運算有實際影響, 積木與摩天大樓的倒 塌, 物理運算結果大不同. – Mass參數影響物體間碰撞後的反應. – Drag參數決定阻力. (羽毛的阻力很高)
8.
Colliders • IsTrigger: 設定為碰撞觸發偵測物體. •
Physic material: 物理材質(摩擦, 彈性系數) • Box collider, sphere collider, capsule collider. • Mesh collider: 指定Mesh來源物件, 產生碰撞幾何外形. – 設定Convex後, mesh collider可與其他mesh collider進行碰撞 運算.
9.
Colliders • Terrain collider. •
Wheel collider, 專為汽車輪胎碰撞而設計, 適用於賽車 遊戲上. – 實現slip-based tire friction model. (輪胎摩擦物理運算模型). – 賽道模型可跑範圍應保持平坦. – 設定懸吊系統的物理參數. – Collider本身並不自轉, 所以是覺上的輪胎轉動要另外實作.
10.
Joints • 物體間的接合節點. (功能強大但我看不太懂) •
可設定Connected Object或與世界座標位置連節. • Fixed joint. 固定接合點. • Hinge joint.鉸鏈接合功能. • Spring joint.彈簧接合功能. • Character joint. 角色專用之接合功能. – 專為ragdoll設計, 搭配Ragdoll wizard來設定套用之物體. • Configurable joint. 完全客製化的接合功能.
11.
References • Constant force.
你渴望力量嗎? 適用一次性彈射物 體. • Cloth. 布料物理運算. – 目前只能與指定的sphere / capsule colliders 進行碰撞. • Ragdoll wizard. – Joint與Ragdoll注意事項. • Wheel tutorial.