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Copy file name to clipboardExpand all lines: src/layaAir/Laya.ts
+2-2Lines changed: 2 additions & 2 deletions
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@@ -37,9 +37,9 @@ import { VertexMesh } from "./laya/RenderEngine/RenderShader/VertexMesh";
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/**
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* @en Laya is the reference entry for global objects.
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* @en The Laya class refers to some commonly used global objects, such as Laya.stage: stage, Laya.timer: time manager, Laya.loader: loading manager. Pay attention to case when using.
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* - The Laya class refers to some commonly used global objects, such as Laya.stage: stage, Laya.timer: time manager, Laya.loader: loading manager. Pay attention to case when using.
Copy file name to clipboardExpand all lines: src/layaAir/laya/d3/physics/PhysicsColliderComponent.ts
+17-17Lines changed: 17 additions & 17 deletions
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@@ -89,16 +89,16 @@ export class PhysicsColliderComponent extends Component {
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protected_eventsArray: string[];
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/**
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* @en The collider object.
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* @zh 碰撞器对象。
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* @en The collider object. Used to access the underlying physics engine's collider object and directly operate on the underlying physics engine's collision characteristics.
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* @zh 碰撞器对象。用于访问底层物理引擎的碰撞器对象,直接操作底层物理引擎的碰撞特性。
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*/
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getcollider(): ICollider{
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returnthis._collider;
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}
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/**
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* @en The restitution of the collider (also known as bounciness).
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* @zh碰撞器的弹力(也叫Bounciness)。
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* @en The restitution coefficient is a key parameter in the physics engine that controls the elasticity of object collisions.
@@ -112,8 +112,8 @@ export class PhysicsColliderComponent extends Component {
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}
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/**
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* @en The friction of the collider.
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* @zh 碰撞器的摩擦力。
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* @en The friction of the collider defines the friction coefficient of the object's surface, affecting the difficulty of the object sliding on the contact surface. The larger the value, the greater the friction, making it harder for the object to slide.
@@ -130,8 +130,8 @@ export class PhysicsColliderComponent extends Component {
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}
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/**
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* @en The rolling friction of the collider.
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* @zh 碰撞器的滚动摩擦力。
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* @en The rolling friction of the collider. Controls the resistance of an object as it rolls on a surface, affecting how quickly the object slows down when rolling. The larger the value, the faster the object's roll deceleration.
@@ -148,8 +148,8 @@ export class PhysicsColliderComponent extends Component {
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}
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/**
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* @en The dynamic friction of the collider.
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* @zh 碰撞器的动态摩擦力。
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* @en The dynamic friction of the collider. Defines the friction coefficient of an object when it is already in motion.
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* @zh 碰撞器的动态摩擦力。定义物体在已经运动状态下的摩擦系数。
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*/
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getdynamicFriction(): number{
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returnthis._dynamicFriction;
@@ -162,8 +162,8 @@ export class PhysicsColliderComponent extends Component {
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}
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/**
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* @en The static friction of the collider.
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* @zh 碰撞器的静态摩擦力。
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* @en The static friction of the collider. Defines the friction coefficient of an object when it is stationary, resisting its movement. Typically greater than or equal to dynamic friction.
@@ -227,8 +227,8 @@ export class PhysicsColliderComponent extends Component {
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}
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/**
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* @en The collider shape of the physics collider.
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* @zh 物理碰撞器的碰撞形状。
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* @en The collider shape of the physics collider. Used to set the geometric shape used by a physics collider, such as box, sphere, capsule, etc., defining the physical boundaries of an object.
@@ -85,8 +85,8 @@ export class Rigidbody3D extends PhysicsColliderComponent {
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}
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/**
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* @en The linear damping of the rigidbody.
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* @zh刚体的线阻力。
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* @en The linear damping of the rigidbody. It simulates air resistance and other environmental factors to make the object slow down gradually.
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* @zh控制刚体线性运动的阻尼系数,模拟空气阻力等环境因素,使物体逐渐减速。
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*/
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getlinearDamping(): number{
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returnthis._linearDamping;
@@ -100,8 +100,8 @@ export class Rigidbody3D extends PhysicsColliderComponent {
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}
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/**
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* @en The angular damping of the rigidbody.
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* @zh 刚体的角阻力。
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* @en The angular damping of the rigidbody. It simulates angular resistance and other environmental factors to make the object's rotation slow down gradually.
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* @zh 刚体的角阻力。控制刚体旋转运动的阻尼系数,使旋转逐渐减速,防止永久旋转。
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*/
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getangularDamping(): number{
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returnthis._angularDamping;
@@ -115,8 +115,8 @@ export class Rigidbody3D extends PhysicsColliderComponent {
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}
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/**
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* @enThe gravity applied to the rigidbody.
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* @zh应用于刚体的重力。
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* @enSets the gravity vector applied to the rigidbody, allowing customization of direction and magnitude.
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* @zh设置作用于刚体的重力向量,可自定义方向和大小。
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*/
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getgravity(): Vector3{
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returnthis._gravity;
@@ -131,7 +131,7 @@ export class Rigidbody3D extends PhysicsColliderComponent {
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/**
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* @en The linear motion scaling factor for each axis of the rigidbody. If the value of any axis is 0, it means that the linear motion is frozen on that axis.
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* @zh刚体每个轴的线性运动缩放因子。如果某一轴的值为0表示冻结在该轴的线性运动。
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* @zh限制刚体在特定轴向的线性运动, 如果某一轴的值为0表示冻结在该轴的线性运动。
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*/
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getlinearFactor(): Vector3{
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returnthis._linearFactor;
@@ -165,7 +165,7 @@ export class Rigidbody3D extends PhysicsColliderComponent {
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/**
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* @en The angular motion scaling factor for each axis of the rigidbody. If the value of any axis is 0, it means that the angular motion is frozen on that axis.
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* @zh刚体每个轴的角度运动缩放因子。如果某一轴的值为0表示冻结在该轴的角度运动。
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* @zh限制刚体在特定轴向的旋转运动,如果某一轴的值为0表示冻结在该轴的角度运动。
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*/
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getangularFactor(): Vector3{
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returnthis._angularFactor;
@@ -233,8 +233,8 @@ export class Rigidbody3D extends PhysicsColliderComponent {
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}
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/**
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* @enIf the rigidbody is a trigger.
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* @zh刚体是否为触发器。
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* @enSets whether the rigidbody is a trigger. Triggers can detect collisions but do not produce physical reactions.
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