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2018年6月29日 (金) 05:50時点における最新版
Dynamic Physics Object Type
Dynamic objects in the Game Engine give/receive collisions, but when they do so they themselves do not rotate in response. So, a Dynamic ball will hit a ramp and slide down, while a Rigid Body ball would begin rotating.
If you do not need the rotational response the Dynamic type can save the extra computation.
Note that these objects can still be rotated with Logic Bricks or Python code. Their physics meshes will update when you do these rotations - so collisions will be based on the new orientations.
In the example game demo, Frijoles, the Dynamic type is represented by the titular jumping beans. Though we want these characters to recoil back when they hit a Boulder or each other, having them torque in response to these collisions would result in their being impossible to control.
For more documentation, see the Top BGE Physics page.
Options
テンプレート:Doc:2.6/Manual/Game Engine/Physics/PythonAccessToOptions
テンプレート:Doc:2.6/Manual/Game Engine/Physics/CommonOptions
テンプレート:Doc:2.6/Manual/Game Engine/Physics/RightColumnOfOptions
テンプレート:Doc:2.6/Manual/Game Engine/Physics/MassOption テンプレート:Doc:2.6/Manual/Game Engine/Physics/RadiusOption テンプレート:Doc:2.6/Manual/Game Engine/Physics/FormFactorOption
テンプレート:Doc:2.6/Manual/Game Engine/Physics/AnisotropicFrictionOptions
テンプレート:Doc:2.6/Manual/Game Engine/Physics/TransformOptions
Collision Bounds
テンプレート:Doc:2.6/Manual/Game Engine/Physics/Collision Bounds
Create Obstacle
テンプレート:Doc:2.6/Manual/Game Engine/Physics/Create Obstacle
All Types
テンプレート:Doc:2.6/Manual/Game Engine/Physics/AllTypes