using System; using UnityEngine; namespace Obi{ public class ObiBoxShapeTracker : ObiShapeTracker { public ObiBoxShapeTracker(ObiCollider source, BoxCollider collider) { this.source = source; this.collider = collider; } public override bool UpdateIfNeeded (){ BoxCollider box = collider as BoxCollider; /*if (box != null && (box.size != size || box.center != center)){ size = box.size; center = box.center; adaptor.Set(center, size); Oni.UpdateShape(oniShape,ref adaptor); return true; }*/ // retrieve collision world and index: var world = ObiColliderWorld.GetInstance(); int index = source.Handle.index; // update collider: var shape = world.colliderShapes[index]; shape.type = ColliderShape.ShapeType.Box; shape.filter = source.Filter; shape.flags = box.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 = box.center; shape.size = box.size; world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(box.bounds, shape.contactOffset); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform(box.transform); world.colliderTransforms[index] = trfm; return true; } } }