using System; using UnityEngine; namespace Obi{ public class ObiSphereShapeTracker : ObiShapeTracker { public ObiSphereShapeTracker(ObiCollider source, SphereCollider collider) { this.source = source; this.collider = collider; } public override bool UpdateIfNeeded() { SphereCollider sphere = collider as SphereCollider; // TODO: testing for changes here is not needed? all we do is set variables... //if (sphere != null && (sphere.radius != radius || sphere.center != center)) { //radius = sphere.radius; //center = sphere.center; // 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.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.center; shape.size = Vector3.one * sphere.radius; world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(sphere.bounds, shape.contactOffset); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform(sphere.transform); world.colliderTransforms[index] = trfm; /*var shape = source.colliderWorld.colliderShapes[source.shapeHandle.index]; // update the transform shape.Set(collider as Collider, source.Phase, source.Thickness); // update the shape: shape.SetSphere(sphere.center, sphere.radius); source.colliderWorld.colliderShapes[source.shapeHandle.index] = shape;*/ //adaptor.Set(center, radius); //Oni.UpdateShape(oniShape,ref adaptor); return true; } //return false; } } }