一、基类Collider
// 碰撞器
public class Collider : Component
{
// 碰撞器脚本是否开启
public bool enabled { get; set; }
// 刚体组件
public Rigidbody attachedRigidbody { get; }
// 是否开启触发器
public bool isTrigger { get; set; }
// 碰撞器默认参数(官方提示不懂不要修改它)
public float contactOffset { get; set; }
// 获取距离指定坐标最近的碰撞点
public Vector3 ClosestPoint(Vector3 position);
// 碰撞器包围盒
public Bounds bounds { get; }
// 共享材质,修改它会影响到原始材质,所以要注意使用方式,避免误修改本地的材质球属性,并且会影响到所有使用该材质的对象
[NativeMethod("Material")]
public PhysicMaterial sharedMaterial { get; set; }
// 每次调用都会生成一个新的Clone材质,修改它不影响原始材质
public PhysicMaterial material
{
[NativeMethod("GetClonedMaterial")] get;
[NativeMethod("SetMaterial")] set;
}
// 射线检测,是否与碰撞器相交
private RaycastHit Raycast(Ray ray, float maxDistance, ref bool hasHit);
// 射线检测,返回碰撞信息
public bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance)
{
bool hasHit = false;
hitInfo = Raycast(ray, maxDistance, ref hasHit);
return hasHit;
}
[NativeName("ClosestPointOnBounds")]
private void Internal_ClosestPointOnBounds(Vector3 point, ref Vector3 outPos, ref float distance);
// 获取距离指定坐标最近的碰撞盒上的坐标
public Vector3 ClosestPointOnBounds(Vector3 position)
{
float dist = 0f;
Vector3 outpos = Vector3.zero;
Internal_ClosestPointOnBounds(position, ref outpos, ref dist);
return outpos;
}
}
二、BoxCollider
// 盒状碰撞器
public class BoxCollider : Collider
{
// Box中心点
public Vector3 center { get; set; }
// Box大小
public Vector3 size { get; set; }
// 已废弃接口,获取和设置Box大小(一半大小)
[Obsolete("Use BoxCollider.size instead.")]
public Vector3 extents { get { return size * 0.5F; } set { size = value * 2.0F; } }
}
三、SphereCollider
// 球状碰撞器
public class SphereCollider : Collider
{
// 球体中心点
public Vector3 center { get; set; }
// 球体半径
public float radius { get; set; }
}
四、CapsuleCollider
// 胶囊碰撞器
public class CapsuleCollider : Collider
{
// 胶囊中心点
public Vector3 center { get; set; }
// 胶囊半径
public float radius { get; set; }
// 胶囊高度(默认等于胶囊半径的两倍,此时表示球体)
public float height { get; set; }
// 胶囊高度扩展方向(默认Y-Axis)
// X-Axis
// Y-Axis
// Z-Axis
public int direction { get; set; }
// 内部方法(在UnityEditor.ColliderUtil里有使用)
internal Vector2 GetGlobalExtents();
internal Matrix4x4 CalculateTransform();
}
namespace UnityEditor
{
internal class ColliderUtil
{
static Vector3 GetCapsuleExtents(CapsuleCollider cc)
{
return cc.GetGlobalExtents();
}
static Matrix4x4 CalculateCapsuleTransform(CapsuleCollider cc)
{
return cc.CalculateTransform();
}
}
}
五、MeshCollider
// 网格碰撞器
public class MeshCollider : Collider
{
// 网格
public Mesh sharedMesh { get; set; }
// 是否是凸网格(IsTrigger属性只有在convex未true时才生效)
public bool convex { get; set; }
// 已废弃,返回false
public bool inflateMesh
{
get { return false; } set {}
}
// 网格碰撞器配置选项
public MeshColliderCookingOptions cookingOptions { get; set; }
// 已废弃
public float skinWidth { get { return 0f; } set {} }
// 已废弃
public bool smoothSphereCollisions { get { return true; } set {} }
}
[Flags]
public enum MeshColliderCookingOptions
{
None,
[Obsolete("No longer used because the problem this was trying to solve is gone since Unity 2018.3", true)] InflateConvexMesh = 1 << 0,
CookForFasterSimulation = 1 << 1,
EnableMeshCleaning = 1 << 2,
WeldColocatedVertices = 1 << 3,
UseFastMidphase = 1 << 4
}
六、CharacterController
// 角色控制碰撞器
public class CharacterController : Collider
{
// 是否可以超某个方向移动
public bool SimpleMove(Vector3 speed);
// 移动
public CollisionFlags Move(Vector3 motion);
// 移动速度(只读)
public Vector3 velocity { get; }
// 是否在地面上
public bool isGrounded {[NativeName("IsGrounded")] get; }
// 碰撞Flag
public CollisionFlags collisionFlags { get; }
// 半径,此值本质上是碰撞体的宽度。
public float radius { get; set; }
// 高度
public float height { get; set; }
// 中心点
public Vector3 center { get; set; }
// 将碰撞体限制为爬坡的斜率不超过指示值(以度为单位)。
public float slopeLimit { get; set; }
// 仅当角色比指示值更接近地面时,角色才会升高一个台阶。
// 该值不应该大于角色控制器的高度,否则会产生错误。
public float stepOffset { get; set; }
// 两个碰撞体可以穿透彼此且穿透深度最多为皮肤宽度 (Skin Width)。
// 较大的皮肤宽度可减少抖动。
// 较小的皮肤宽度可能导致角色卡住。
// 合理设置是将此值设为半径的 10%
public float skinWidth { get; set; }
// 如果角色试图移动到指示值以下,根本移动不了。
// 此设置可以用来减少抖动。在大多数情况下,此值应保留为 0
public float minMoveDistance { get; set; }
// 是否发生碰撞
public bool detectCollisions { get; set; }
// 是否可以重叠
public bool enableOverlapRecovery { get; set; }
}
// CollisionFlags is a bitmask returned by CharacterController.Move.
public enum CollisionFlags
{
// CollisionFlags is a bitmask returned by CharacterController.Move.
None = 0,
// CollisionFlags is a bitmask returned by CharacterController.Move.
Sides = 1,
// CollisionFlags is a bitmask returned by CharacterController.Move.
Above = 2,
// CollisionFlags is a bitmask returned by CharacterController.Move.
Below = 4,
//*undocumented
CollidedSides = 1,
//*undocumented
CollidedAbove = 2,
//*undocumented
CollidedBelow = 4
}
七、TerrainCollider
// 地形碰撞器
public class TerrainCollider : Collider
{
// 地形数据
public extern TerrainData terrainData { get; set; }
// 射线检测
extern private RaycastHit Raycast(Ray ray, float maxDistance, bool hitHoles, ref bool hasHit);
// 地形射线检测
internal bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance, bool hitHoles)
{
bool hasHit = false;
hitInfo = Raycast(ray, maxDistance, hitHoles, ref hasHit);
return hasHit;
}
}
八、WheelCollider
// 车轮碰撞器
public class WheelCollider : Collider
{
public extern Vector3 center {get; set; }
public extern float radius {get; set; }
public extern float suspensionDistance {get; set; }
public extern JointSpring suspensionSpring {get; set; }
public extern bool suspensionExpansionLimited {get; set; }
public extern float forceAppPointDistance {get; set; }
public extern float mass {get; set; }
public extern float wheelDampingRate {get; set; }
public extern WheelFrictionCurve forwardFriction {get; set; }
public extern WheelFrictionCurve sidewaysFriction {get; set; }
public extern float motorTorque {get; set; }
public extern float brakeTorque {get; set; }
public extern float steerAngle {get; set; }
public extern bool isGrounded {[NativeName("IsGrounded")] get; }
public extern float rpm { get; }
public extern float sprungMass { get; }
public extern void ConfigureVehicleSubsteps(float speedThreshold, int stepsBelowThreshold, int stepsAboveThreshold);
public extern void GetWorldPose(out Vector3 pos, out Quaternion quat);
public extern bool GetGroundHit(out WheelHit hit);
}
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