AddEdges
Adds an edges shape ( PhysicsShapeType2D.Edges ) to the shape group.
Read time 3 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.Physics2DModule
AddEdges(List<Vector2>, float)
Adds an edges shape (PhysicsShapeType2D.Edges) to the shape group.
public int AddEdges(List<Vector2> vertices, float edgeRadius = 0)
Parameters
A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge.
The radius extending around each edge. This is identical to _edgeRadius.
Returns
Type | Description |
|---|---|
| int | Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. |
Remarks
An edge shape is comprised of multiple edges (line segments) defined by all the specified and an that extends around the all the edge(s).
verticesedgeRadiusNOTE: Edges do not form closed a shape as they do not have any interior even if the first and last vertex were to overlap therefore the logical interior is not detectable by physics queries etc.
Examples
using System;using System.Collections.Generic;using UnityEngine;using UnityEngine.Assertions;public class Example : MonoBehaviour{ void Start() { CreateShape(); GetShapeFromCollider(); } // Create a custom shape. void CreateShape() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Add a list of Edges. var shapeIndex = shapeGroup.AddEdges ( vertices: new List<Vector2> { new Vector2(-4f, 0f), new Vector2(-2f, -0.5f), new Vector2(0f, 0f), new Vector2(2f, -0.5f), new Vector2(4f, 0f), }, edgeRadius: 0.5f ); // Fetch the actual shape created. var physicsShape = shapeGroup.GetShape(shapeIndex); // Validate what we created. Assert.AreEqual(PhysicsShapeType2D.Edges, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(5, physicsShape.vertexCount); } // Get a physics shape from a Collider. void GetShapeFromCollider() { // Fetch the collider. var collider = GetComponent<EdgeCollider2D>(); // If the collider is not active and enabled then we'll get no shapes. // Let's just quit if not. if (!collider.isActiveAndEnabled) return; // Configure the collider. collider.SetPoints( new List<Vector2>() { new Vector2(-4f, 0f), new Vector2(-2f, -0.5f), new Vector2(0f, 0f), new Vector2(2f, -0.5f), new Vector2(4f, 0f), }); collider.edgeRadius = 0.5f; // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D(); // Get the collider shapes. collider.GetShapes(shapeGroup); // Fetch the actual shape. var physicsShape = shapeGroup.GetShape(0); // Validate what we retrieved. Assert.AreEqual(PhysicsShapeType2D.Edges, physicsShape.shapeType); Assert.AreApproximatelyEqual(0.5f, physicsShape.radius); Assert.AreEqual(5, physicsShape.vertexCount); }}
AddEdges(List<Vector2>, bool, bool, Vector2, Vector2, float)
Adds an edge shape (PhysicsShapeType2D.Edges) to the shape group supporting adjacent start and end vertices.
public int AddEdges(List<Vector2> vertices, bool useAdjacentStart, bool useAdjacentEnd, Vector2 adjacentStart, Vector2 adjacentEnd, float edgeRadius = 0)
Parameters
A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge.
When the value is true, the argument is used. When the value is false, the argument is not used.
adjacentStartadjacentStartWhen the value is true, the argument is used. When the value is false, the argument is not used.
adjacentEndadjacentEndDefines the position of a virtual point adjacent to the start vertex of an edge shape.
Defines the position of a virtual point adjacent to the end vertex of an edge shape.
The radius extending around each edge. This is identical to _edgeRadius.
Returns
Type | Description |
|---|---|
| int | Returns the shape index the shape was added to in the PhysicsShapeGroup2D. This index is used as the main reference when retrieving a shape. |
Remarks
An edges shape is comprised of multiple edges (line segments) defined by all the specified and an that extends around the all the edge(s).
verticesedgeRadiusNOTE: Edges do not form closed a shape as they do not have any interior even if the first and last vertex were to overlap therefore the logical interior is not detectable by physics queries etc.