void Update() { //closestPointOnBounds = col.ClosestPointOnBounds (position:point); closestPointOnBounds = rig.ClosestPointOnBounds(position: point); closestPointOnBounds = GizmosForVector.Round(closestPointOnBounds, 2); }
void Update() { //closestPointOnCollider = Physics.ClosestPoint (point: new Vector3 (1,1), collider: col, position: tr.position, rotation: tr.rotation); closestPointOnCollider = col.ClosestPoint(position: new Vector3(0, 0)); closestPointOnCollider = GizmosForVector.Round(closestPointOnCollider, 2); }
void Update() { //colliderDistance2D=Physics2D.Distance (colliderA: firstCollider, colliderB: secondCollider); //colliderDistance2D = firstCollider.Distance(collider: secondCollider); colliderDistance2D = myRigidbody2D.Distance(collider: secondCollider); normal = GizmosForVector.Round(colliderDistance2D.normal, 2); isValid = colliderDistance2D.isValid; isOverlaped = colliderDistance2D.isOverlapped; pointA = GizmosForVector.Round(colliderDistance2D.pointA, 2); pointB = GizmosForVector.Round(colliderDistance2D.pointB, 2); }
public ContactPoint2DSerialized(ContactPoint2D contactPoint2D) { this.collider = contactPoint2D.collider; this.otherCollider = contactPoint2D.otherCollider; this.rigidbody = contactPoint2D.rigidbody; this.otherRigidbody = contactPoint2D.otherRigidbody; this.enabled = contactPoint2D.enabled; this.normal = GizmosForVector.Round(contactPoint2D.normal, 2); this.point = GizmosForVector.Round(contactPoint2D.point, 2); this.relativeVelocity = contactPoint2D.relativeVelocity; // GizmosForVector.Round (contactPoint2D.relativeVelocity, 2); this.normalImpulse = contactPoint2D.normalImpulse; this.separation = contactPoint2D.separation; this.tangentImpulse1M = contactPoint2D.tangentImpulse * 1000000; }