ChainSegmentGeometry
The geometry of a chain line segment with one-sided collision which only collides on the "right" side. Several of these are generated for a chain, connected as ghost1 -\> point1 -\> point2 -\> ghost2.
Read time 1 minuteLast updated 11 days ago
Definition
- Type: Struct
- Namespace: UnityEngine.LowLevelPhysics2D
- Assembly: UnityEngine.Physics2DModule
public struct ChainSegmentGeometry
Static Fields
Value | Description |
|---|---|
| defaultGeometry | Get the default Chain Segment. |
Constructors
Constructor | Description |
|---|---|
| ChainSegmentGeometry() | Create a default ChainSegment. See ChainSegmentGeometry.defaultGeometry. |
| ChainSegmentGeometry(UnityEngine.LowLevelPhysics2D.SegmentGeometry,UnityEngine.Vector2,UnityEngine.Vector2) | Create a default ChainSegment. |
Properties
Property | Description |
|---|---|
| ghost1 | The tail ghost vertex. A ghost vertex is used by the solver to define how a collision response should be handled when a contact with the vertex occurs. |
| ghost2 | The head ghost vertex A ghost vertex is used by the solver to define how a collision response should be handled when a contact with the vertex occurs. |
| isValid | Check if the geometry is valid or not. |
| segment | The Segment. |
Methods
Method | Description |
|---|---|
| CalculateAABB | Calculate the AABB of the geometry. |
| CastRay | Calculate if a world ray intersects the geometry. See PhysicsQuery.CastResult. |
| CastShape | Calculate if a cast shape intersects the geometry. Initially touching shapes are treated as a miss. You should check for overlap first if initial overlap is required. See PhysicsQuery.CastShapeInput and PhysicsQuery.CastResult. |
| ClosestPoint | Calculate the closest point on this geometry to the specified point. |
| InverseTransform | Inverse-Transform the geometry. |
| Transform | Transform the geometry. |