Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

PhysicsShapeGroup2D.GetShapeData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void GetShapeData(List<PhysicsShape2D> shapes, List<Vector2> vertices);

Parameters

shapes A list that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D.
vertices A list that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D.

Description

Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D.

NOTE: Because this is a copy, changing the specified shapes and vertices lists afterwards will not change the PhysicsShapeGroup2D.

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;

public class Example : MonoBehaviour { void Start() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();

// Add a Circle to the shape group. var circleShapeIndex = shapeGroup.AddCircle ( center: new Vector2(-2f, 3f), radius: 1f );

// Add a Capsule to the shape group. var capsuleShapeIndex = shapeGroup.AddCapsule ( vertex0: Vector2.down, vertex1: Vector2.up, radius: 0.5f );

// Validate the contents. Assert.AreEqual(PhysicsShapeType2D.Circle, shapeGroup.GetShape(circleShapeIndex).shapeType); Assert.AreEqual(PhysicsShapeType2D.Capsule, shapeGroup.GetShape(capsuleShapeIndex).shapeType);

// Fetch the shapes and vertices from the shape group. var shapes = new List<PhysicsShape2D>(); var vertices = new List<Vector2>(); shapeGroup.GetShapeData(shapes, vertices);

// Fetch the Circle shape and validate shape and vertex. var circleShape = shapes[circleShapeIndex]; Assert.AreEqual(PhysicsShapeType2D.Circle, circleShape.shapeType); Assert.AreApproximatelyEqual(1f, circleShape.radius); Assert.AreEqual(new Vector2(-2f, 3f), vertices[circleShape.vertexStartIndex]);

// Fetch the Capsule shape and validate shape and vertices (2). var capsuleShape = shapes[capsuleShapeIndex]; Assert.AreEqual(PhysicsShapeType2D.Capsule, capsuleShape.shapeType); Assert.AreApproximatelyEqual(0.5f, capsuleShape.radius); Assert.AreEqual(Vector2.down, vertices[capsuleShape.vertexStartIndex]); Assert.AreEqual(Vector2.up, vertices[capsuleShape.vertexStartIndex + 1]); } }

Declaration

public void GetShapeData(NativeArray<PhysicsShape2D> shapes, NativeArray<Vector2> vertices);

Parameters

shapes A NativeArray that will be populated with a copy of all the shapes in the PhysicsShapeGroup2D.
vertices A NativeArray that will be populated with a copy of all the vertices in the PhysicsShapeGroup2D.

Description

Gets a copy of both the shapes and vertices in the PhysicsShapeGroup2D.

NOTE: Because this is a copy, changing the specified shapes and vertices arrays afterwards will not change the PhysicsShapeGroup2D.

using Unity.Collections;
using UnityEngine;
using UnityEngine.Assertions;

public class Example : MonoBehaviour { void Start() { // Create a shape group. var shapeGroup = new PhysicsShapeGroup2D();

// Add a Circle to the shape group. var circleShapeIndex = shapeGroup.AddCircle ( center: new Vector2(-2f, 3f), radius: 1f );

// Add a Capsule to the shape group. var capsuleShapeIndex = shapeGroup.AddCapsule ( vertex0: Vector2.down, vertex1: Vector2.up, radius: 0.5f );

// Validate the contents. Assert.AreEqual(PhysicsShapeType2D.Circle, shapeGroup.GetShape(circleShapeIndex).shapeType); Assert.AreEqual(PhysicsShapeType2D.Capsule, shapeGroup.GetShape(capsuleShapeIndex).shapeType);

// Fetch the shapes and vertices from the shape group. var shapes = new NativeArray<PhysicsShape2D>(shapeGroup.shapeCount, Allocator.Temp); var vertices = new NativeArray<Vector2>(shapeGroup.vertexCount, Allocator.Temp); shapeGroup.GetShapeData(shapes, vertices);

// Fetch the Circle shape and validate shape and vertex. var circleShape = shapes[circleShapeIndex]; Assert.AreEqual(PhysicsShapeType2D.Circle, circleShape.shapeType); Assert.AreApproximatelyEqual(1f, circleShape.radius); Assert.AreEqual(new Vector2(-2f, 3f), vertices[circleShape.vertexStartIndex]);

// Fetch the Capsule shape and validate shape and vertices (2). var capsuleShape = shapes[capsuleShapeIndex]; Assert.AreEqual(PhysicsShapeType2D.Capsule, capsuleShape.shapeType); Assert.AreApproximatelyEqual(0.5f, capsuleShape.radius); Assert.AreEqual(Vector2.down, vertices[capsuleShape.vertexStartIndex]); Assert.AreEqual(Vector2.up, vertices[capsuleShape.vertexStartIndex + 1]);

// Dispose of the native arrays. vertices.Dispose(); shapes.Dispose(); } }