physicsShapeGroup | The physics shape group that will receive all the physics shapes and vertices from the Collider. |
int
Returns the total number of physics shapes placed in the specified physicsShapeGroup
.
Gets all the physics shapes and vertices in the Collider and places them in the specified PhysicsShapeGroup2D.
using UnityEngine; using UnityEngine.Assertions;
public class Example : MonoBehaviour { void Start() { // Fetch the custom collider. var customCollider = GetComponent<CustomCollider2D>();
// Create an input shape group. var inputShapeGroup = new PhysicsShapeGroup2D();
// Add 5 Circles to the shape group. inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.5f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.6f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.7f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.8f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.9f);
// Assign our shapes. customCollider.SetCustomShapes(inputShapeGroup);
// Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount);
// Create an output shape group. var outputShapeGroup = new PhysicsShapeGroup2D();
// Get all the custom shapes. var shapeCount = customCollider.GetCustomShapes(outputShapeGroup);
// Validate the results. Assert.AreEqual(5, shapeCount); Assert.AreEqual(5, outputShapeGroup.shapeCount); Assert.AreApproximatelyEqual(0.5f, outputShapeGroup.GetShape(shapeIndex: 0).radius); Assert.AreApproximatelyEqual(0.6f, outputShapeGroup.GetShape(shapeIndex: 1).radius); Assert.AreApproximatelyEqual(0.7f, outputShapeGroup.GetShape(shapeIndex: 2).radius); Assert.AreApproximatelyEqual(0.8f, outputShapeGroup.GetShape(shapeIndex: 3).radius); Assert.AreApproximatelyEqual(0.9f, outputShapeGroup.GetShape(shapeIndex: 4).radius); } }
physicsShapeGroup | The physics shape group that will receive the physics shapes and vertices from the Collider. |
shapeIndex | The shape index within the Collider to start retrieving shapes from. |
shapeCount | The total number of shapes starting at the shapeIndex to retrieve. |
int
The total number of physics shapes placed in the specified physicsShapeGroup
.
Gets a specified number of physics shapes defined byshapeCount
starting at shapeIndex
along with all associated vertices those shapes use and places them in the specified PhysicsShapeGroup2D.
using UnityEngine; using UnityEngine.Assertions;
public class Example : MonoBehaviour { void Start() { // Fetch the custom collider. var customCollider = GetComponent<CustomCollider2D>();
// Create an input shape group. var inputShapeGroup = new PhysicsShapeGroup2D();
// Add 5 Circles to the shape group. inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.5f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.6f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.7f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.8f); inputShapeGroup.AddCircle(center: Vector2.zero, radius: 0.9f);
// Assign our shapes. customCollider.SetCustomShapes(inputShapeGroup);
// Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount);
// Create an output shape group. var outputShapeGroup = new PhysicsShapeGroup2D();
// Get the last 3 custom shapes. var shapeCount = customCollider.GetCustomShapes(outputShapeGroup, shapeIndex: 2, shapeCount: 3);
// Validate the results. Assert.AreEqual(3, shapeCount); Assert.AreEqual(3, outputShapeGroup.shapeCount); Assert.AreApproximatelyEqual(0.7f, outputShapeGroup.GetShape(shapeIndex: 0).radius); Assert.AreApproximatelyEqual(0.8f, outputShapeGroup.GetShape(shapeIndex: 1).radius); Assert.AreApproximatelyEqual(0.9f, outputShapeGroup.GetShape(shapeIndex: 2).radius); } }
shapes | The array that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D. |
vertices | The array that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D. |
int Returns the total number of physics shapes placed in the specified arrays.
Gets all the physics shapes and vertices in the Collider and places them in the specified arrays.
using Unity.Collections; using UnityEngine; using UnityEngine.Assertions;
public class Example : MonoBehaviour { void Start() { // Fetch the custom collider. var customCollider = GetComponent<CustomCollider2D>();
// Create an input shape group. var inputShapeGroup = new PhysicsShapeGroup2D();
// Add 5 Circles to the shape group. inputShapeGroup.AddCircle(center: new Vector2(3f, 8f), radius: 0.5f); inputShapeGroup.AddCircle(center: new Vector2(6f, 3f), radius: 0.6f); inputShapeGroup.AddCircle(center: new Vector2(2f, 5f), radius: 0.7f); inputShapeGroup.AddCircle(center: new Vector2(9f, 2f), radius: 0.8f); inputShapeGroup.AddCircle(center: new Vector2(1f, 7f), radius: 0.9f);
// Assign our shapes. customCollider.SetCustomShapes(inputShapeGroup);
// Validate the contents of the custom collider. Assert.AreEqual(5, customCollider.customShapeCount);
// Get all the custom shapes. var shapes = new NativeArray<PhysicsShape2D>(customCollider.customShapeCount, Allocator.Temp); var vertices = new NativeArray<Vector2>(customCollider.customVertexCount, Allocator.Temp); var shapeCount = customCollider.GetCustomShapes(shapes, vertices);
// Validate the shapes. Assert.AreEqual(5, shapeCount); Assert.AreApproximatelyEqual(0.5f, shapes[0].radius); Assert.AreApproximatelyEqual(0.6f, shapes[1].radius); Assert.AreApproximatelyEqual(0.7f, shapes[2].radius); Assert.AreApproximatelyEqual(0.8f, shapes[3].radius); Assert.AreApproximatelyEqual(0.9f, shapes[4].radius);
// Validate the vertices. Assert.AreEqual(new Vector2(3f, 8f), vertices[0]); Assert.AreEqual(new Vector2(6f, 3f), vertices[1]); Assert.AreEqual(new Vector2(2f, 5f), vertices[2]); Assert.AreEqual(new Vector2(9f, 2f), vertices[3]); Assert.AreEqual(new Vector2(1f, 7f), vertices[4]);
// Dispose of the native arrays. vertices.Dispose(); shapes.Dispose(); } }