73 lines
2.4 KiB
C#
73 lines
2.4 KiB
C#
using System;
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using UnityEngine;
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namespace Obi{
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public class ObiSphereShapeTracker : ObiShapeTracker
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{
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public ObiSphereShapeTracker(ObiCollider source, SphereCollider collider)
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{
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this.source = source;
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this.collider = collider;
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}
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public override bool UpdateIfNeeded()
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{
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SphereCollider sphere = collider as SphereCollider;
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// TODO: testing for changes here is not needed? all we do is set variables...
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//if (sphere != null && (sphere.radius != radius || sphere.center != center))
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{
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//radius = sphere.radius;
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//center = sphere.center;
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// retrieve collision world and index:
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var world = ObiColliderWorld.GetInstance();
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int index = source.Handle.index;
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// update collider:
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var shape = world.colliderShapes[index];
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shape.type = ColliderShape.ShapeType.Sphere;
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shape.filter = source.Filter;
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shape.flags = sphere.isTrigger ? 1 : 0;
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shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.handle.index : -1;
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shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1;
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shape.contactOffset = source.Thickness;
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shape.center = sphere.center;
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shape.size = Vector3.one * sphere.radius;
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world.colliderShapes[index] = shape;
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// update bounds:
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var aabb = world.colliderAabbs[index];
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aabb.FromBounds(sphere.bounds, shape.contactOffset);
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world.colliderAabbs[index] = aabb;
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// update transform:
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var trfm = world.colliderTransforms[index];
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trfm.FromTransform(sphere.transform);
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world.colliderTransforms[index] = trfm;
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/*var shape = source.colliderWorld.colliderShapes[source.shapeHandle.index];
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// update the transform
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shape.Set(collider as Collider, source.Phase, source.Thickness);
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// update the shape:
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shape.SetSphere(sphere.center, sphere.radius);
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source.colliderWorld.colliderShapes[source.shapeHandle.index] = shape;*/
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//adaptor.Set(center, radius);
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//Oni.UpdateShape(oniShape,ref adaptor);
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return true;
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}
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//return false;
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}
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}
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}
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