using UnityEngine; namespace Obi { public struct ColliderShape { public enum ShapeType { Sphere = 0, Box = 1, Capsule = 2, Heightmap = 3, TriangleMesh = 4, EdgeMesh = 5, SignedDistanceField = 6 } public Vector4 center; public Vector4 size; /**< box: size of the box in each axis. sphere: radius of sphere (x,y,z), capsule: radius (x), height(y), direction (z, can be 0, 1 or 2). heightmap: width (x axis), height (y axis) and depth (z axis) in world units.*/ public ShapeType type; public float contactOffset; public int dataIndex; public int rigidbodyIndex; // index of the associated rigidbody in the collision world. public int materialIndex; // index of the associated material in the collision world. public int filter; // bitwise category/mask. public int flags; // for now, only used for trigger (1) or regular collider (0). public int is2D; // whether the collider is 2D (1) or 3D (0). } }