Difference between revisions of "Apply Character Impulse (LogiX node)/ja"

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(Created page with "Apply Character Impulse (LogiXノード)")
 
(Created page with "'''Apply Character Impulse''' ノードは、<code>Apply</code>へインパルスを入力すると、入力 <code>Character</code> CharacterController (Component) の線...")
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The '''Apply Character Impulse''' node changes the linear velocity of the input <code>Character</code> [[CharacterController (Component)]] proportional to the value of the input <code>Impulse</code> when an impulse is received at <code>Apply</code>.
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'''Apply Character Impulse''' ノードは、<code>Apply</code>へインパルスを入力すると、入力 <code>Character</code> [[CharacterController (Component)]] の線速度を入力 <code>Impulse</code> の値に比例して変化させるノードです。
  
 
== Usage ==
 
== Usage ==

Revision as of 05:08, 15 February 2022

Other languages:
English • ‎日本語
Apply Character Impulse
'Apply Character Impulse' LogiX node
Inputs
  Impulse Apply
  Float3 Impulse
  CharacterController Character
  Bool IgnoreMass
Outputs
  Impulse OnDone

Apply Character Impulse ノードは、Applyへインパルスを入力すると、入力 Character CharacterController (Component) の線速度を入力 Impulse の値に比例して変化させるノードです。

Usage

The IgnoreMass input determines whether the Mass field on any associated collider (must be on the same Slot as the Character and must have Type CharacterController) is taken into account when calculating the resulting velocity. If true, the MassScaling Enum value on the Character will also be taken into account and the effective mass value scaled by the Character Slot's global scale. Default is False.


The OnDone output fires an impulse when the velocity of the input CharacterController has been changed as a result of an impulse received at Apply. No impulse will be fired if there is no valid CharacterController input.


If IgnoreMass is False, the change in velocity of the Character is the input Impulse divided by the CharacterCollider's effective mass. If IgnoreMass is True, the change in velocity of the Character is the input Impulse.

Note that for the input CharacterController to be affected, the impulse received at Apply must be owned by the SimulatingUser set in the referenced CharacterController component. For an explanation, see Frooxius' comment on GitHub

Examples

Node Menu

NodeMenu-Physics/ja