C# Класс 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.
Наследование: Shape
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Открытые свойства

Свойство Тип Описание
hasVertex0 bool
hasVertex3 bool
vertex0 UnityEngine.Vector2
vertex3 UnityEngine.Vector2

Открытые методы

Метод Описание
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

Защищенные методы

Метод Описание
computeProperties ( ) : void

Приватные методы

Метод Описание
EdgeShape ( ) : FarseerPhysics.Common

Описание методов

CompareTo() публичный Метод

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

EdgeShape() публичный Метод

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.
Результат FarseerPhysics.Common

Set() публичный Метод

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

clone() публичный Метод

public clone ( ) : Shape
Результат Shape

computeAABB() публичный Метод

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

computeProperties() защищенный Метод

protected computeProperties ( ) : void
Результат void

computeSubmergedArea() публичный Метод

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

rayCast() публичный Метод

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

testPoint() публичный Метод

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

Описание свойств

hasVertex0 публичное свойство

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

hasVertex3 публичное свойство

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

vertex0 публичное свойство

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

vertex3 публичное свойство

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