The aim of this Joint 2D is to keep distance between two points. Those two points can be two Rigidbody 2D components or a Rigidbody 2D component and a fixed position in the world. To connect a Rigidbody 2D component to a fixed position in the world, set the Connected Rigidbody field ...
points[0] = center + new Vector3(-deltaX, deltaY, -deltaZ); // 上前左(相对于中心点) points[1] = center + new Vector3(deltaX, deltaY, -deltaZ); // 上前右 points[2] = center + new Vector3(deltaX, deltaY, deltaZ); // 上后右 points[3] = center + new Vector3(-deltaX,...
DistanceDefine the diameter of a sphere around each intercolliding Cloth particle, in world units. Unity ensures that these spheres do not overlap during simulations. The distance should be smaller than the smallest distance between two particles in the configuration. If the distance is larger, clot...
In other words, the distance between any two given points of a rigid body remains constant in time regardless of external forces exerted on it.” The same principle applies in games. Adding a rigid body lets you make calls like the ones in Figure 5. Figure 5 Adding Movement and Velocity ...
P2 = points[ p2n ]; P3 = points[ p3n ]; return CatmullRom(P0,P1,P2,P3,i); } else { // simple linear lerp between the two points: p1n = ((point-1) + numPoints) % numPoints; p2n = point; return Vector3.Lerp ( points[p1n], points[p2n], i ); ...
//find the smallest distancefloat val = min( input.dist.x, min( input.dist.y, input.dist.z));//calculate power to 2 to thin the lineval = exp2( -1/_Thickness * val * val );//blend between the lines and the negative space to give illusion of anti aliasingfloat4 targetColor =...
endPoint = startPoint +newVector3(0,0,50);floatjourneyLength = Vector3.Distance(startPoint, endPoint);floatfracJourney;do{floatdistCovered = (Time.time - startTime) * speed; fracJourney = distCovered / journeyLength; Debug.Log(fracJourney); ...
distance 返回两个输入点间的距离。 dot 返回两个向量的点积。 exp 返回以e为底数,输入值为指数的指数函数值。 exp2 返回以2为底数,输入值为指数的指数函数值。 faceforward 检测多边形是否位于正面。 floor 返回小于等于x的最大整数。 fmod 返回a / b的浮点余数。
NodeCullDistance If the algorithm determines two points are too close together, then it will skip adding that point as a control point This setting is the minimum distance required between two points. Events The inspector exposes a container of serialized events that are invoked at specific points...
Vectors are a fundamental mathematical concept which allow you to describe a direction and magnitude. In games and apps, vectors are often used to describe some of the fundamental properties such as the position of a character, the speed something is moving, or the distance between two objects....