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 2 minutesLast updated 8 days ago
Definition
- Type: Struct
- Namespace: Unity.U2D.Physics
- Assembly: UnityEngine.PhysicsCore2DModule
- Implements: IEquatable<ChainSegmentGeometry>
public struct ChainSegmentGeometry : IEquatable<ChainSegmentGeometry>
Static Fields
Value | Description |
|---|---|
| defaultGeometry | Get the default Chain Segment. |
Constructors
Constructor | Description |
|---|---|
| ChainSegmentGeometry() | Create a default ChainSegment. See ChainSegmentGeometry.defaultGeometry. |
| ChainSegmentGeometry(Unity.U2D.Physics.SegmentGeometry,UnityEngine.Vector2,UnityEngine.Vector2) | Create a default ChainSegment. |
Properties
Property | Description |
|---|---|
| areEdgesValid | Whether the two points defining ChainSegmentGeometry.segment are far enough apart to form a valid edge. |
| 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 | Whether the geometry describes a chain segment that can be used. |
| 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. |
| CreateShapeProxy | Create a shape proxy from the geometry. |
| InverseTransform | Inverse-Transform the geometry. |
| Transform | Transform the geometry. |
Static Methods
Method | Description |
|---|---|
| CreateSegments | Create multiple ChainSegmentGeometry from a set of vertices. The rules for interpreting the specified vertices when creating segments is described in PhysicsChain. |
| InverseTransform | Inverse-Transform a batch of geometry in place. |
| Transform | Transform a batch of geometry in place. |
| UpdateSegments | Update an existing batch of ChainSegmentGeometry from a set of vertices, writing the results into the specified span in place. This pairs with ChainSegmentGeometry.CreateSegments: it recalculates the same segment and ghost vertices, but reuses a caller-provided span rather than allocating a new one. The span length must equal the segment count the vertices produce, which is the vertex count when |