重新导入obi
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#if (OBI_BURST && OBI_MATHEMATICS && OBI_COLLECTIONS)
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using Unity.Mathematics;
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namespace Obi
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{
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public struct BurstColliderShape
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{
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public float4 center;
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public float4 size; /**< box: size of the box in each axis.
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sphere: radius of sphere (x,y,z),
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capsule: radius (x), height(y), direction (z, can be 0, 1 or 2).
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heightmap: width (x axis), height (y axis) and depth (z axis) in world units.*/
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public ColliderShape.ShapeType type;
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public float contactOffset;
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public int dataIndex;
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public int rigidbodyIndex; // index of the associated rigidbody in the collision world.
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public int materialIndex; // index of the associated material in the collision world.
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public int filter;
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public int flags; // for now, only used for trigger (1) or regular collider (0).
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public int is2D; // whether the collider is 2D (1) or 3D (0).
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}
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}
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#endif
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