C# 클래스 FarseerPhysics.Collision.Shapes.EdgeShape

A line segment (edge) Shape. These can be connected in chains or loops to other edge Shapes. The connectivity information is used to ensure correct contact normals.
상속: Shape
파일 보기 프로젝트 열기: prime31/Nez 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
hasVertex0 bool
hasVertex3 bool
vertex0 UnityEngine.Vector2
vertex3 UnityEngine.Vector2

공개 메소드들

메소드 설명
CompareTo ( EdgeShape shape ) : bool
EdgeShape ( Vector2 start, Vector2 end ) : FarseerPhysics.Common

Create a new EdgeShape with the specified start and end.

Set ( Vector2 start, Vector2 end ) : void

Set this as an isolated edge.

clone ( ) : Shape
computeAABB ( AABB &aabb, Transform &transform, int childIndex ) : void
computeSubmergedArea ( Vector2 &normal, float offset, Transform &xf, Vector2 &sc ) : float
rayCast ( RayCastOutput &output, RayCastInput &input, Transform &transform, int childIndex ) : bool
testPoint ( Transform &transform, Vector2 &point ) : bool

보호된 메소드들

메소드 설명
computeProperties ( ) : void

비공개 메소드들

메소드 설명
EdgeShape ( ) : FarseerPhysics.Common

메소드 상세

CompareTo() 공개 메소드

public CompareTo ( EdgeShape shape ) : bool
shape EdgeShape
리턴 bool

EdgeShape() 공개 메소드

Create a new EdgeShape with the specified start and end.
public EdgeShape ( Vector2 start, Vector2 end ) : FarseerPhysics.Common
start UnityEngine.Vector2 The start of the edge.
end UnityEngine.Vector2 The end of the edge.
리턴 FarseerPhysics.Common

Set() 공개 메소드

Set this as an isolated edge.
public Set ( Vector2 start, Vector2 end ) : void
start UnityEngine.Vector2 The start.
end UnityEngine.Vector2 The end.
리턴 void

clone() 공개 메소드

public clone ( ) : Shape
리턴 Shape

computeAABB() 공개 메소드

public computeAABB ( AABB &aabb, Transform &transform, int childIndex ) : void
aabb AABB
transform UnityEngine.Transform
childIndex int
리턴 void

computeProperties() 보호된 메소드

protected computeProperties ( ) : void
리턴 void

computeSubmergedArea() 공개 메소드

public computeSubmergedArea ( Vector2 &normal, float offset, Transform &xf, Vector2 &sc ) : float
normal UnityEngine.Vector2
offset float
xf UnityEngine.Transform
sc UnityEngine.Vector2
리턴 float

rayCast() 공개 메소드

public rayCast ( RayCastOutput &output, RayCastInput &input, Transform &transform, int childIndex ) : bool
output RayCastOutput
input RayCastInput
transform UnityEngine.Transform
childIndex int
리턴 bool

testPoint() 공개 메소드

public testPoint ( Transform &transform, Vector2 &point ) : bool
transform UnityEngine.Transform
point UnityEngine.Vector2
리턴 bool

프로퍼티 상세

hasVertex0 공개적으로 프로퍼티

Is true if the edge is connected to an adjacent vertex before vertex 1.
public bool hasVertex0
리턴 bool

hasVertex3 공개적으로 프로퍼티

Is true if the edge is connected to an adjacent vertex after vertex2.
public bool hasVertex3
리턴 bool

vertex0 공개적으로 프로퍼티

Optional adjacent vertices. These are used for smooth collision.
public Vector2,UnityEngine vertex0
리턴 UnityEngine.Vector2

vertex3 공개적으로 프로퍼티

Optional adjacent vertices. These are used for smooth collision.
public Vector2,UnityEngine vertex3
리턴 UnityEngine.Vector2