添加插件

This commit is contained in:
2025-11-10 00:08:26 +08:00
parent 4059c207c0
commit 76f80db694
2814 changed files with 436400 additions and 178 deletions

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using UnityEngine;
using System.Runtime.InteropServices;
namespace Obi
{
[StructLayout(LayoutKind.Sequential, Size = 64)]
public struct QueryResult
{
public Vector4 simplexBary; /**< Barycentric coords of nearest point in simplex */
public Vector4 queryPoint; /**< Nearest point in query shape*/
public Vector4 normal; /**< Closest direction between simplex and query shape. */
public float distance; /**< Distance between simplex and query shape.*/
public float distanceAlongRay; /**< For ray queries, distance along the ray.*/
public int simplexIndex; /**< Index of the simplex in the solver.*/
public int queryIndex; /**< Index of the query that spawned this result.*/
}
}

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using UnityEngine;
namespace Obi
{
public struct QueryShape
{
public enum QueryType
{
Sphere = 0,
Box = 1,
Ray = 2,
}
public Vector4 center; /**< box: center of the box in solver space.
sphere: center of the sphere in solver space,.
ray: start of the ray in solver space.*/
public Vector4 size; /**< box: size of the box in each axis.
sphere: radius of sphere (x,y,z),
ray: end of the line segment in solver space.*/
public QueryType type;
public float contactOffset;
public float maxDistance; // minimum distance around the shape to look for.
public int filter;
public QueryShape(QueryType type, Vector3 center, Vector3 size, float contactOffset, float distance, int filter)
{
this.type = type;
this.center = center;
this.size = size;
this.contactOffset = contactOffset;
this.maxDistance = distance;
this.filter = filter;
}
}
}

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