修改水
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@@ -10,8 +10,8 @@ namespace Obi
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public Vector4 angularVelocity;
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public Vector4 com;
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public float inverseMass;
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public int constraintCount;
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private int pad0;
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private int pad1;
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private int pad2;
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@@ -20,7 +20,7 @@ namespace Obi
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bool kinematic = !Application.isPlaying || rb.unityRigidbody.isKinematic || rb.kinematicForParticles;
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//rotation = source.rotation;
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velocity = rb.kinematicForParticles ? Vector3.zero : rb.linearVelocity + (rb.unityRigidbody.useGravity ? Physics.gravity * Time.fixedDeltaTime : Vector3.zero);
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velocity = rb.kinematicForParticles ? Vector3.zero : rb.linearVelocity;
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angularVelocity = rb.kinematicForParticles ? Vector3.zero : rb.angularVelocity;
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// center of mass in unity is affected by local rotation and position, but not scale. We need it expressed in world space:
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