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Joint.enablePreprocessing 启用预处理

发布于 2019-12-18 15:37:53 字数 1686 浏览 1321 评论 0 收藏 0

JavaScript => public var enablePreprocessing: bool;
C# => public bool enablePreprocessing;

Description 描述

Toggle preprocessing for this joint.

切换该关节的预处理。

This flag has a connection with rigidbodies that have some of their rotational degrees of freedom frozed. The common example is a 2D game that uses 3D rigidbodies with some of their translational and rotational degrees of freedom frozen.

该标志是连接刚体一些旋转角度的自由冻结。常见的例子是2D游戏使用3D刚体的一些平移和旋转自由角度的冻结。

Rigidbody rotations freezing is internally implemented by setting an infinite inertia around those frozen axes so that the body does not rotate because it's very resistant to.

刚体旋转冻结是内部执行,通过围绕冻结的轴设置无限大的惯性,因此主体不旋转因为他是不动的。

This approach has some nice properties: most significantly it lets such bodies to correctly go to sleep as opposed to the approach where we would cancel out the rotations around the frozen axes as a post-solver step.

该方法有一些不错的属性:最有效的是他让主体去正确的休眠而不是我们取消冻围绕结轴的旋转作为公开的解决步骤。

However the downside is that very stiff solver constraints can be generated when such bodies are connected with joints. When the flag is set, PhysX would ignore constraints that produce huge impulses generating only a small change in velocity.

但是缺点是这类机构相连的关节可以生成非常僵硬解算约束。当设置了标志时,PhysX 将忽略约束产生巨大冲动产生速度只是小小的改变。

Whilst it may reduce the overall accuracy of the joint simulation, it's been proven to help with overconstrained configurations like in the 2D case.

同时他可能减少关节模拟的总体准确度,他可以帮助在2D情况下的过约束配置。

joint

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