ドキュメント

Unity Engine

Unity Engine

ToPolygons(PhysicsTransform, float, Allocator)

Creates multiple PolygonGeometry from the geometry. A limit is imposed on small vertex distances so it is recommended that the geometry is scaled appropriately rather than on the returned geometry so geometry is not discarded due to it being invalid.
読み終わるまでの所要時間 1 分最終更新 1ヶ月前

Definition

  • Type: Method
  • Namespace: Unity.U2D.Physics
  • Assembly: UnityEngine.PhysicsCore2DModule
public readonly NativeArray<PolygonGeometry> ToPolygons(PhysicsTransform transform, float curveStride = 0.06, Allocator allocator = Allocator.Temp)

Parameters

The transform used to specify where the geometry is positioned.

curveStride

The curve stride used when creating curves, in radians. Valid range is [PhysicsComposer.MinCurveStride, 1.0].

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<PolygonGeometry>The created polygon geometry. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.