"lang"
{
"Language" "schinese"
"Tokens"
{
"BulletPhysics_Entity" "实体"
"BulletPhysics_PhysicObject" "物理对象"
"BulletPhysics_PhysicComponent" "物理部件"
"BulletPhysics_Sequence" "动画序列"
"BulletPhysics_GaitSequence" "下半身动画序列"
"BulletPhysics_AnimFrame" "动画帧"
"BulletPhysics_ActivityType" "动画类型"
"BulletPhysics_Controller" "Controller"
"BulletPhysics_Blending" "Blending"
"BulletPhysics_StaticObject" "静态对象"
"BulletPhysics_DynamicObject" "动态对象"
"BulletPhysics_RagdollObject" "布娃娃对象"
"BulletPhysics_FromBSP" "来自地图"
"BulletPhysics_FromConfig" "来自配置文件"
"BulletPhysics_VerifyBoneChunk" "校验骨骼数据"
"BulletPhysics_VerifyModelFile" "校验模型文件"
"BulletPhysics_Crc32BoneChunk" "骨骼数据CRC32"
"BulletPhysics_Crc32ModelFile" "模型文件CRC32"
"BulletPhysics_Base" "基础"
"BulletPhysics_RigidBody" "刚体"
"BulletPhysics_Constraint" "约束"
"BulletPhysics_ConeTwistConstraint" "锥形扭转约束"
"BulletPhysics_HingeConstraint" "铰链约束"
"BulletPhysics_PointConstraint" "点对点约束"
"BulletPhysics_SliderConstraint" "滑动约束"
"BulletPhysics_Dof6Constraint" "六自由度约束"
"BulletPhysics_Dof6SpringConstraint" "六自由度弹性约束"
"BulletPhysics_FixedConstraint" "固定约束"
"BulletPhysics_PhysicBehavior" "物理行为"
"BulletPhysics_BarnacleDragOnRigidBody" "藤壶拖拽 (作用于刚体)"
"BulletPhysics_BarnacleDragOnConstraint" "藤壶拖拽 (作用于约束)"
"BulletPhysics_GargantuaDragOnConstraint" "喷火怪拖拽 (作用于约束)"
"BulletPhysics_BarnacleChew" "藤壶咀嚼"
"BulletPhysics_BarnacleConstraintLimitAdjustment" "为藤壶约束调整限制"
"BulletPhysics_CameraView" "视角摄像机"
"BulletPhysics_FirstPersonViewCamera" "第一人称视角摄像机"
"BulletPhysics_ThirdPersonViewCamera" "第三人称视角摄像机"
"BulletPhysics_SimpleBuoyancy" "简易浮力"
"BulletPhysics_RigidBodyRelocation" "刚体重定位"
"BulletPhysics_BarnacleDragMagnitude" "拖拽力的大小"
"BulletPhysics_BarnacleDragVelocity" "拖拽速度"
"BulletPhysics_BarnacleDragExtraHeight" "额外高度"
"BulletPhysics_BarnacleDragLimitAxis" "轴(0=X,1=Y,2=Z)"
"BulletPhysics_BarnacleDragCalculateLimitFromActualPlayerOrigin" "是否使用玩家真实坐标来计算约束限制 (1=是, 0=否)"
"BulletPhysics_BarnacleDragUseServoMotor" "是否控制出力大小以锁定到刚体到约束的上/下限位置 (1=是, 0=否)"
"BulletPhysics_BarnacleDragActivatedOnBarnaclePulling" "藤壶拖拽阶段是否激活 (1=是, 0=否)"
"BulletPhysics_BarnacleDragActivatedOnBarnacleChewing" "藤壶咀嚼阶段是否激活 (1=是, 0=否)"
"BulletPhysics_BarnacleDragActivatedOnGargantuaBite" "喷火怪咬人阶段是否激活 (1=是, 0=否)"
"BulletPhysics_BarnacleChewMagnitude" "冲击力的大小"
"BulletPhysics_BarnacleChewInterval" "触发间隔时间"
"BulletPhysics_BarnacleConstraintLimitAdjustmentExtraHeight" "额外高度"
"BulletPhysics_BarnacleConstraintLimitAdjustmentInterval" "触发间隔时间"
"BulletPhysics_BarnacleConstraintLimitAdjustmentAxis" "轴(0=X,1=Y,2=Z,-1=所有轴)"
"BulletPhysics_CameraActivateOnIdle" "在正常状态下启用"
"BulletPhysics_CameraActivateOnDeath" "在死亡时启用"
"BulletPhysics_CameraActivateOnCaughtByBarnacle" "在被藤壶捕获时启用"
"BulletPhysics_CameraSyncViewOrigin" "同步相机坐标"
"BulletPhysics_CameraSyncViewAngles" "同步相机角度"
"BulletPhysics_CameraUseSimOrigin" "使用本地模拟位置而不是刚体位置作为相机基础位置"
"BulletPhysics_CameraOriginalViewHeightStand" "原始视角高度(站立)"
"BulletPhysics_CameraOriginalViewHeightDuck" "原始视角高度(蹲下)"
"BulletPhysics_CameraMappedViewHeightStand" "映射后的视角高度(站立)"
"BulletPhysics_CameraMappedViewHeightDuck" "映射后的视角高度(蹲下)"
"BulletPhysics_CameraNewViewHeightDucking" "彻底蹲下后的视角高度"
"BulletPhysics_SimpleBuoyancyMagnitude" "浮力相对于重力的比例"
"BulletPhysics_SimpleBuoyancyLinearDamping" "线性阻尼"
"BulletPhysics_SimpleBuoyancyAngularDamping" "角阻尼"
"BulletPhysics_ConfigId" "配置ID"
"BulletPhysics_Name" "名称"
"BulletPhysics_DebugDrawLevel" "调试绘制等级"
"BulletPhysics_Shape" "形状"
"BulletPhysics_Bone" "骨骼"
"BulletPhysics_Mass" "质量"
"BulletPhysics_Flags" "属性"
"BulletPhysics_Density" "密度"
"BulletPhysics_Origin" "坐标"
"BulletPhysics_Angles" "角度"
"BulletPhysics_LinearFriction" "摩擦系数"
"BulletPhysics_RollingFriction" "滚动摩擦系数"
"BulletPhysics_Restitution" "恢复系数"
"BulletPhysics_CCDRadius" "CCD半径"
"BulletPhysics_CCDThreshold" "CCD触发阈值"
"BulletPhysics_LinearSleepingThreshold" "线性休眠阈值"
"BulletPhysics_AngularSleepingThreshold" "角休眠阈值"
"BulletPhysics_AdditionalDampingFactor" "额外阻尼系数"
"BulletPhysics_AdditionalLinearDampingThresholdSqr" "额外线性阻尼阈值平方"
"BulletPhysics_AdditionalAngularDampingThresholdSqr" "额外角度阻尼阈值平方"
"BulletPhysics_Size" "尺寸"
"BulletPhysics_SizeX" "X"
"BulletPhysics_SizeY" "Y"
"BulletPhysics_SizeZ" "Z"
"BulletPhysics_ShapeDirection" "形状方向"
"BulletPhysics_ResourcePath" "资源路径"
"BulletPhysics_None" "--"
"BulletPhysics_Box" "长方体"
"BulletPhysics_Sphere" "球体"
"BulletPhysics_Capsule" "胶囊体"
"BulletPhysics_CapsuleX" "胶囊体(X轴)"
"BulletPhysics_CapsuleY" "胶囊体(Y轴)"
"BulletPhysics_CapsuleZ" "胶囊体(Z轴)"
"BulletPhysics_Cylinder" "圆柱体"
"BulletPhysics_CylinderX" "圆柱体(X轴)"
"BulletPhysics_CylinderY" "圆柱体(Y轴)"
"BulletPhysics_CylinderZ" "圆柱体(Z轴)"
"BulletPhysics_MultiSphere" "多球体"
"BulletPhysics_TriangleMesh" "三角网格"
"BulletPhysics_Compound" "复合体"
"BulletPhysics_Type" "类型"
"BulletPhysics_Value" "值"
"BulletPhysics_RotOrder" "旋转顺序"
"BulletPhysics_RigidBodyA" "刚体A"
"BulletPhysics_RigidBodyB" "刚体B"
"BulletPhysics_OriginA" "A坐标"
"BulletPhysics_OriginB" "B坐标"
"BulletPhysics_AnglesA" "A角度"
"BulletPhysics_AnglesB" "B角度"
"BulletPhysics_Forward" "朝向"
"BulletPhysics_MaxTolerantLinearError" "最大允许线性误差"
"BulletPhysics_UseSeperateLocalFrame" "使用各自的局部坐标系作为接合点"
"BulletPhysics_UseGlobalJointFromA" "使用刚体A作为接合点"
"BulletPhysics_UseGlobalJointFromB" "使用刚体B作为接合点"
"BulletPhysics_UseLookAtOther" "使接合点的方向指向对方刚体"
"BulletPhysics_UseGlobalJointOriginFromOther" "使用对方刚体的内部位置"
"BulletPhysics_UseRigidBodyDistanceAsLinearLimit" "使用两个刚体间距离作为线性约束限制值"
"BulletPhysics_UseLinearReferenceFrameA" "使用刚体A的线性参考系"
"BulletPhysics_UseLinearReferenceFrameB" "使用刚体B的线性参考系"
"BulletPhysics_DisableCollision" "禁用碰撞"
"BulletPhysics_DontDisableCollision" "不禁用碰撞"
"BulletPhysics_Barnacle" "藤壶"
"BulletPhysics_Gargantua" "喷火怪"
"BulletPhysics_OverrideStudioCheckBBox" "替换引擎可见性检查"
"BulletPhysics_OverrideAllBones" "替换所有骨骼动画"
"BulletPhysics_OverrideController" "替换Controller"
"BulletPhysics_OverrideBlending" "替换Blending"
"BulletPhysics_Idle" "正常状态"
"BulletPhysics_Death" "死亡"
"BulletPhysics_CaughtByBarnacle" "被藤壶捕获"
"BulletPhysics_BarnaclePulling" "藤壶拖拽阶段"
"BulletPhysics_BarnacleChewing" "藤壶咀嚼阶段"
"BulletPhysics_GargantuaBite" "喷火怪咬人阶段"
"BulletPhysics_Debug" "调试"
"BulletPhysics_DeactiveOnNormalActivity" "在正常状态下禁用"
"BulletPhysics_DeactiveOnDeathActivity" "在死亡时禁用"
"BulletPhysics_DeactiveOnCaughtByBarnacleActivity" "被藤壶捕获时禁用"
"BulletPhysics_DeactiveOnBarnaclePullingActivity" "藤壶拖拽期间禁用"
"BulletPhysics_DeactiveOnBarnacleChewingActivity" "藤壶咀嚼期间禁用"
"BulletPhysics_DeactiveOnGargantuaBiteActivity" "喷火怪咬人期间禁用"
"BulletPhysics_DontResetPoseOnErrorCorrection" "不要主动修正过大的线性误差"
"BulletPhysics_DeferredCreate" "推迟创建"
"BulletPhysics_AffectsRigidBody" "影响刚体"
"BulletPhysics_AffectsConstraint" "影响约束"
"BulletPhysics_CreateStaticObject" "新建静态对象 (%s1)"
"BulletPhysics_CreateDynamicObject" "新建动态对象 (%s1)"
"BulletPhysics_CreateRagdollObject" "新建布娃娃对象 (%s1)"
"BulletPhysics_EditPhysicObject" "编辑物理对象 (%s1)"
"BulletPhysics_EditRigidBody" "编辑刚体 (%s1)"
"BulletPhysics_CloneRigidBody" "克隆刚体 (%s1)"
"BulletPhysics_MoveRigidBody" "移动刚体 (%s1)"
"BulletPhysics_RotateRigidBody" "旋转刚体 (%s1)"
"BulletPhysics_ResizeRigidBody" "调整刚体尺寸 (%s1)"
"BulletPhysics_DeleteRigidBody" "删除刚体 (%s1)"
"BulletPhysics_DeleteSelectedRigidBody" "删除刚体"
"BulletPhysics_ShiftUpRigidBody" "上移 (%s1)"
"BulletPhysics_ShiftDownRigidBody" "下移 (%s1)"
"BulletPhysics_CreateRigidBody" "新建刚体"
"BulletPhysics_CreateRigidBodyFor" "新建刚体 (%s1)"
"BulletPhysics_EditConstraint" "编辑约束 (%s1)"
"BulletPhysics_CloneConstraint" "克隆约束 (%s1)"
"BulletPhysics_MoveConstraint" "移动约束 (%s1)"
"BulletPhysics_RotateConstraint" "旋转约束 (%s1)"
"BulletPhysics_DeleteConstraint" "删除约束 (%s1)"
"BulletPhysics_DeleteSelectedConstraint" "删除约束"
"BulletPhysics_ShiftUpConstraint" "上移 (%s1)"
"BulletPhysics_ShiftDownConstraint" "下移 (%s1)"
"BulletPhysics_CreateConstraint" "新建约束"
"BulletPhysics_CreateConstraintFor" "新建约束 (%s1)"
"BulletPhysics_EditPhysicBehavior" "编辑行为 (%s1)"
"BulletPhysics_ClonePhysicBehavior" "克隆行为 (%s1)"
"BulletPhysics_MovePhysicBehavior" "移动行为 (%s1)"
"BulletPhysics_RotatePhysicBehavior" "旋转行为 (%s1)"
"BulletPhysics_DeletePhysicBehavior" "删除行为 (%s1)"
"BulletPhysics_DeleteSelectedPhysicBehavior" "删除行为"
"BulletPhysics_ShiftUpPhysicBehavior" "上移 (%s1)"
"BulletPhysics_ShiftDownPhysicBehavior" "下移 (%s1)"
"BulletPhysics_CreatePhysicBehavior" "新建行为"
"BulletPhysics_CreatePhysicBehaviorFor" "新建行为 (%s1)"
"BulletPhysics_EditAnimControl" "编辑动画控制数据"
"BulletPhysics_CloneAnimControl" "克隆动画控制数据"
"BulletPhysics_DeleteAnimControl" "删除动画控制数据"
"BulletPhysics_DeleteSelectedAnimControl" "删除动画控制数据"
"BulletPhysics_ShiftUpAnimControl" "上移动画控制数据"
"BulletPhysics_ShiftDownAnimControl" "下移动画控制数据"
"BulletPhysics_CreateAnimControl" "新建动画控制数据"
"BulletPhysics_EnableDebugAnim" "启动调试动画"
"BulletPhysics_DisableDebugAnim" "禁用调试动画"
"BulletPhysics_AnimControl" "动画"
"BulletPhysics_Index" "索引"
"BulletPhysics_ShiftUp" "上移"
"BulletPhysics_ShiftDown" "下移"
"BulletPhysics_AlwaysDynamic" "始终保持动态"
"BulletPhysics_AlwaysKinematic" "始终保持运动学"
"BulletPhysics_AlwaysStatic" "始终保持静态"
"BulletPhysics_InvertStateOnIdle" "正常状态下反转运动学状态"
"BulletPhysics_InvertStateOnDeath" "死亡时反转运动学状态"
"BulletPhysics_InvertStateOnCaughtByBarnacle" "被藤壶捕获时反转运动学状态"
"BulletPhysics_InvertStateOnBarnaclePulling" "藤壶拖拽期间反转运动学状态"
"BulletPhysics_InvertStateOnBarnacleChewing" "藤壶咀嚼期间反转运动学状态"
"BulletPhysics_InvertStateOnGargantuaBite" "喷火怪咬人期间反转运动学状态"
"BulletPhysics_NoCollisionToWorld" "不与世界碰撞"
"BulletPhysics_NoCollisionToStaticObject" "不与静态对象碰撞"
"BulletPhysics_NoCollisionToDynamicObject" "不与动态对象碰撞"
"BulletPhysics_NoCollisionToRagdollObject" "不与布娃娃对象碰撞"
"BulletPhysics_PhysicEditor" "物理对象编辑器"
"BulletPhysics_RigidBodyEditor" "刚体编辑器"
"BulletPhysics_ConstraintEditor" "约束编辑器"
"BulletPhysics_CollisionShapeEditor" "碰撞形状编辑器"
"BulletPhysics_PhysicBehaviorEditor" "行为编辑器"
"BulletPhysics_AnimControlEditor" "动画编辑器"
"BulletPhysics_Config" "配置"
"BulletPhysics_Reload" "重新加载 (CTRL+R)"
"BulletPhysics_Reload_ToolTips" "重新加载所有配置和物理对象。"
"BulletPhysics_Save" "保存 (CTRL+S)"
"BulletPhysics_Save_ToolTips" "保存所有改动至文件。"
"BulletPhysics_SaveConfirmationTitle"    "确定 ?"
"BulletPhysics_SaveConfirmationText"     "警告：所有改动都会被写入_physics.txt文件，并且无法撤销！"
"BulletPhysics_Generate" "生成"
"BulletPhysics_Edit" "编辑"
"BulletPhysics_Move" "移动"
"BulletPhysics_Rotate" "旋转"
"BulletPhysics_Resize "调整大小"
"BulletPhysics_PhysicRotOrder_XYZ"  "XYZ"
"BulletPhysics_PhysicRotOrder_XZY"  "XZY"
"BulletPhysics_PhysicRotOrder_YXZ"  "YXZ"
"BulletPhysics_PhysicRotOrder_YZX"  "YZX"
"BulletPhysics_PhysicRotOrder_ZXY"  "ZXY"
"BulletPhysics_PhysicRotOrder_ZYX"  "ZYX"
"BulletPhysics_ConeTwistSwingSpanLimit1"  "摆动跨度限制1"
"BulletPhysics_ConeTwistSwingSpanLimit2"  "摆动跨度限制2"
"BulletPhysics_ConeTwistTwistSpanLimit"  "扭转跨度限制"
"BulletPhysics_ConeTwistSoftness"  "柔软度"
"BulletPhysics_ConeTwistBiasFactor"  "偏差因子"
"BulletPhysics_ConeTwistRelaxationFactor"  "松弛因子"
"BulletPhysics_HingeLowLimit"  "铰链下限"
"BulletPhysics_HingeHighLimit"  "铰链上限"
"BulletPhysics_HingeSoftness"  "铰链柔软度"
"BulletPhysics_HingeBiasFactor"  "铰链偏差因子"
"BulletPhysics_HingeRelaxationFactor"  "铰链松弛因子"
"BulletPhysics_SliderLowerLinearLimit"  "滑块线性下限"
"BulletPhysics_SliderUpperLinearLimit"  "滑块线性上限"
"BulletPhysics_SliderLowerAngularLimit"  "滑块角度下限"
"BulletPhysics_SliderUpperAngularLimit"  "滑块角度上限"
"BulletPhysics_Dof6LowerLinearLimitX"  "六自由度线性下限X"
"BulletPhysics_Dof6LowerLinearLimitY"  "六自由度线性下限Y"
"BulletPhysics_Dof6LowerLinearLimitZ"  "六自由度线性下限Z"
"BulletPhysics_Dof6UpperLinearLimitX"  "六自由度线性上限X"
"BulletPhysics_Dof6UpperLinearLimitY"  "六自由度线性上限Y"
"BulletPhysics_Dof6UpperLinearLimitZ"  "六自由度线性上限Z"
"BulletPhysics_Dof6LowerAngularLimitX"  "六自由度角度下限X"
"BulletPhysics_Dof6LowerAngularLimitY"  "六自由度角度下限Y"
"BulletPhysics_Dof6LowerAngularLimitZ"  "六自由度角度下限Z"
"BulletPhysics_Dof6UpperAngularLimitX"  "六自由度角度上限X"
"BulletPhysics_Dof6UpperAngularLimitY"  "六自由度角度上限Y"
"BulletPhysics_Dof6UpperAngularLimitZ"  "六自由度角度上限Z"
"BulletPhysics_Dof6SpringEnableLinearSpringX"  "六自由度开启线性弹簧X"
"BulletPhysics_Dof6SpringEnableLinearSpringY"  "六自由度开启线性弹簧Y"
"BulletPhysics_Dof6SpringEnableLinearSpringZ"  "六自由度开启线性弹簧Z"
"BulletPhysics_Dof6SpringEnableAngularSpringX"  "六自由度开启角度弹簧X"
"BulletPhysics_Dof6SpringEnableAngularSpringY"  "六自由度开启角度弹簧Y"
"BulletPhysics_Dof6SpringEnableAngularSpringZ"  "六自由度开启角度弹簧Z"
"BulletPhysics_Dof6SpringLinearStiffnessX"  "六自由度线性刚度X"
"BulletPhysics_Dof6SpringLinearStiffnessY"  "六自由度线性刚度Y"
"BulletPhysics_Dof6SpringLinearStiffnessZ"  "六自由度线性刚度Z"
"BulletPhysics_Dof6SpringAngularStiffnessX"  "六自由度角度刚度X"
"BulletPhysics_Dof6SpringAngularStiffnessY"  "六自由度角度刚度Y"
"BulletPhysics_Dof6SpringAngularStiffnessZ"  "六自由度角度刚度Z"
"BulletPhysics_Dof6SpringLinearDampingX"  "六自由度线性阻尼X"
"BulletPhysics_Dof6SpringLinearDampingY"  "六自由度线性阻尼Y"
"BulletPhysics_Dof6SpringLinearDampingZ"  "六自由度线性阻尼Z"
"BulletPhysics_Dof6SpringAngularDampingX"  "六自由度角度阻尼X"
"BulletPhysics_Dof6SpringAngularDampingY"  "六自由度角度阻尼Y"
"BulletPhysics_Dof6SpringAngularDampingZ"  "六自由度角度阻尼Z"
"BulletPhysics_LinearERP"  "线性ERP"
"BulletPhysics_LinearCFM"  "线性CFM"
"BulletPhysics_LinearStopERP"  "线性停止ERP"
"BulletPhysics_LinearStopCFM"  "线性停止CFM"
"BulletPhysics_AngularERP"  "角ERP"
"BulletPhysics_AngularCFM"  "角CFM"
"BulletPhysics_AngularStopERP"  "角停止ERP"
"BulletPhysics_AngularStopCFM"  "角停止CFM"
"BulletPhysics_ShapeDirection_ToolTips" "碰撞形状的方向，可以是X、Y或Z，默认为Y。"
"BulletPhysics_RigidBodyName_ToolTips" "刚体的名称，必须在配置中唯一。"
"BulletPhysics_RigidBodyBone_ToolTips" "刚体绑定到哪个骨骼上？如果未指定骨骼，则刚体将放置在原点。"
"BulletPhysics_RigidBodyShape_ToolTips" "刚体的碰撞形状。"
"BulletPhysics_RigidDebugDrawLevel_ToolTips" "只有当“调试等级" >= bv_debug_draw_level_xxx，且“调试等级”和“bv_debug_draw_level_xxx”的值均大于0时，刚体才会被绘制。"
"BulletPhysics_RigidBodyMass_ToolTips" "刚体的质量影响其对力的响应，如重力、碰撞和其他物理互动。"
"BulletPhysics_LinearFriction_ToolTips" "控制对象在相互滑动时的表面抵抗力。\n摩擦系数是一个标量值，通常范围从0（完全光滑，无摩擦）到1（高摩擦），尽管有时也会使用大于1的值来表示非常粗糙的表面。"
"BulletPhysics_RollingFriction_ToolTips" "模拟对象在表面上滚动时遇到的阻力。"
"BulletPhysics_Restitition_ToolTips" "材料或对象在碰撞中的弹性。这是确定对象碰撞和反弹时能量保存多少的关键参数。"
"BulletPhysics_CCDRadius_ToolTips" "连续碰撞检测半径用于定义围绕移动对象的球体，扩展了检查碰撞的有效区域。这个球体用于从对象的前一个位置扫描到新位置，检查与其他碰撞对象的交叉。\n用法：设置更大的半径可以在高速移动时增加检测到与其他对象碰撞的机会，但也可能增加计算开销。应根据对象的大小和预期的最大速度来设置半径。"
"BulletPhysics_CCDThreshold_ToolTips" "连续碰撞检测运动阈值是对象在一个仿真步骤中必须移动的距离，才会应用CCD。如果对象的移动小于此阈值，则不使用CCD，而是应用传统的碰撞检测方法。"
"BulletPhysics_LinearSleepingThreshold_ToolTips" "线性休眠阈值定义了在仿真目的下认为一个对象的线性（平移）运动是微不足道的速度。如果一个对象的线性速度在一定时间内低于此阈值，可以使对象进入休眠状态，这意味着其线性运动不再由物理仿真更新，直到外部互动将其唤醒。"
"BulletPhysics_AngularSleepingThreshold_ToolTips" "角休眠阈值定义了在仿真目的下认为一个对象的角（旋转）运动是微不足道的速度。如果一个对象的角速度在一定时间内低于此阈值，可以使对象进入休眠状态，其旋转运动将被冻结，直到某种外部力量或互动将其唤醒。"
"BulletPhysics_AdditionalDampingFactor_ToolTips" "控制施加到刚体上的额外阻尼强度。较高的数值提供更多阻尼，减少振荡并提高稳定性。范围：0.0 到 1.0。"
"BulletPhysics_AdditionalLinearDampingThresholdSqr_ToolTips" "线性速度阈值平方，低于此值时将施加额外线性阻尼。移动速度慢于此阈值的对象将经历额外阻尼，以帮助它们更平滑地停下来。"
"BulletPhysics_AdditionalAngularDampingThresholdSqr_ToolTips" "角速度阈值平方，低于此值时将施加额外角度阻尼。旋转速度慢于此阈值的对象将经历额外角度阻尼，以帮助它们更平滑地停止旋转。"
"BulletPhysics_InspectItem_Entity" "实体 (F1)"
"BulletPhysics_InspectItem_PhysicObject" "物理对象 (F2)"
"BulletPhysics_InspectItem_RigidBody" "刚体 (F3)"
"BulletPhysics_InspectItem_Constraint" "约束 (F4)"
"BulletPhysics_InspectItem_PhysicBehavior" "物理行为 (F5)"
"BulletPhysics_InspectMode_Entity" "检视模式: 实体"
"BulletPhysics_InspectMode_PhysicObject" "检视模式: 物理对象"
"BulletPhysics_InspectMode_RigidBody" "检视模式: 刚体"
"BulletPhysics_InspectMode_Constraint" "检视模式: 约束"
"BulletPhysics_InspectMode_PhysicBehavior" "检视模式: 物理行为"
"BulletPhysics_EditMode_Move" "编辑模式: 移动\n--使用 左方向键/右方向键来调整X轴偏移\n--使用上方向键/下方向键来调整Y轴偏移\n--使用PageUp/PageDown来调整Z轴偏移\n--SHIFT+KEY = 更大的调整步长\n--ALT+KEY = 更小的调整步长"
"BulletPhysics_EditMode_Rotate" "编辑模式: 旋转\n--使用 左方向键/右方向键来调整Pitch轴旋转角度\n--使用上方向键/下方向键来调整Yaw轴旋转角度\n--使用PageUp/PageDown来调整Roll轴旋转角度\n--SHIFT+KEY = 更大的调整步长\n--ALT+KEY = 更小的调整步长"
"BulletPhysics_EditMode_Resize" "编辑模式: 调整尺寸\n--使用 左方向键/右方向键来调整第一个参数的大小\n--使用上方向键/下方向键来调整第二个参数的大小\n--使用PageUp/PageDown来调整第三个参数的大小\n--SHIFT+KEY = 更大的调整步长\n--ALT+KEY = 更小的调整步长"
"BulletPhysics_EnableDebugAnim" "启用调试动画"
}
}