using System; using UnityEngine; namespace Obi{ public class ObiCapsuleShapeTracker : ObiShapeTracker { public ObiCapsuleShapeTracker(ObiCollider source, CapsuleCollider collider){ this.collider = collider; this.source = source; } public override bool UpdateIfNeeded (){ CapsuleCollider capsule = collider as CapsuleCollider; // 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.Capsule; shape.filter = source.Filter; shape.flags = capsule.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 = capsule.center; shape.size = new Vector4(capsule.radius, capsule.height, capsule.direction, 0); world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(capsule.bounds, shape.contactOffset); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform(capsule.transform); world.colliderTransforms[index] = trfm; return true; } } }