Version: 2022.1
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  • C#

PhysicsShapeGroup2D.AddEdges

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Declaration

public int AddEdges(List<Vector2> vertices, float edgeRadius = 0f);

Parameters

vertices A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge.
edgeRadius The radius extending around each edge. This is identical to EdgeCollider2D.edgeRadius.

Returns

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.

Description

Adds an edges shape (PhysicsShapeType2D.Edges) to the shape group.

An edge shape is comprised of multiple edges (line segments) defined by all the specified vertices and an edgeRadius that extends around the all the edge(s).

NOTE: 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.

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); } }

Declaration

public int AddEdges(List<Vector2> vertices, bool useAdjacentStart, bool useAdjacentEnd, Vector2 adjacentStart, Vector2 adjacentEnd, float edgeRadius = 0f);

Parameters

vertices A list of vertices that represent a continuous set of edges with each vertex connecting to the following vertex to form each edge.
edgeRadius The radius extending around each edge. This is identical to EdgeCollider2D.edgeRadius.
useAdjacentStart When the value is true, the adjacentStart argument is used. When the value is false, the adjacentStart argument is not used.
useAdjacentEnd When the value is true, the adjacentEnd argument is used. When the value is false, the adjacentEnd argument is not used.
adjacentStart Defines the position of a virtual point adjacent to the start vertex of an edge shape.
adjacentEnd Defines the position of a virtual point adjacent to the end vertex of an edge shape.

Returns

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.

Description

Adds an edge shape (PhysicsShapeType2D.Edges) to the shape group supporting adjacent start and end vertices.

An edges shape is comprised of multiple edges (line segments) defined by all the specified vertices and an edgeRadius that extends around the all the edge(s).

NOTE: 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.