重新导入obi
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using System;
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using UnityEngine;
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namespace Obi{
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public class ObiBoxShapeTracker : ObiShapeTracker
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{
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public ObiBoxShapeTracker(ObiCollider source, BoxCollider 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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BoxCollider box = collider as BoxCollider;
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/*if (box != null && (box.size != size || box.center != center)){
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size = box.size;
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center = box.center;
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adaptor.Set(center, size);
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Oni.UpdateShape(oniShape,ref adaptor);
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return true;
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}*/
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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.Box;
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shape.filter = source.Filter;
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shape.flags = box.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 = box.center;
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shape.size = box.size;
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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(box.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(box.transform);
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world.colliderTransforms[index] = trfm;
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return true;
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}
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}
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}
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