using System; using UnityEngine; namespace Obi{ public class ObiCircleShapeTracker2D : ObiShapeTracker { public ObiCircleShapeTracker2D(ObiCollider2D source, CircleCollider2D collider) { this.source = source; this.collider = collider; } public override bool UpdateIfNeeded () { CircleCollider2D sphere = collider as CircleCollider2D; // retrieve collision world and index: var world = ObiColliderWorld.GetInstance(); int index = source.Handle.index; // update collider: var shape = world.colliderShapes[index]; shape.is2D = 1; shape.type = ColliderShape.ShapeType.Sphere; shape.filter = source.Filter; shape.flags = sphere.isTrigger ? 1 : 0; shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1; shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1; shape.contactOffset = source.Thickness; shape.center = sphere.offset; shape.size = Vector3.one * sphere.radius; world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(sphere.bounds, shape.contactOffset, true); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform(sphere.transform,true); world.colliderTransforms[index] = trfm; return true; } } }