using System; using System.Collections.Generic; using UnityEngine; using System.Runtime.InteropServices; namespace Obi{ public class ObiMeshShapeTracker : ObiShapeTracker { ObiTriangleMeshHandle handle; public Mesh targetMesh { get { var mc = collider as MeshCollider; return mc?.sharedMesh; } } public ObiMeshShapeTracker(ObiCollider source, MeshCollider collider){ this.source = source; this.collider = collider; } /** * Forces the tracker to update mesh data during the next call to UpdateIfNeeded(). */ public void UpdateMeshData() { ObiColliderWorld.GetInstance().DestroyTriangleMesh(handle); } public override void UpdateIfNeeded () { MeshCollider meshCollider = collider as MeshCollider; // retrieve collision world and index: var world = ObiColliderWorld.GetInstance(); int index = source.Handle.index; // decrease reference count of current handle if the mesh data it points to is different // than the mesh used by the collider: if (handle != null && handle.owner != meshCollider.sharedMesh) { if (handle.Dereference()) world.DestroyTriangleMesh(handle); } // get or create the mesh: if (handle == null || !handle.isValid) { handle = world.GetOrCreateTriangleMesh(meshCollider.sharedMesh); handle.Reference(); } // update collider: var shape = world.colliderShapes[index]; shape.type = ColliderShape.ShapeType.TriangleMesh; shape.filter = source.Filter; shape.SetSign(source.Inverted); shape.isTrigger = meshCollider.isTrigger; shape.rigidbodyIndex = source.Rigidbody != null ? source.Rigidbody.Handle.index : -1; shape.materialIndex = source.CollisionMaterial != null ? source.CollisionMaterial.handle.index : -1; shape.forceZoneIndex = source.ForceZone != null ? source.ForceZone.Handle.index : -1; shape.contactOffset = source.Thickness; shape.dataIndex = handle.index; world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(meshCollider.bounds, shape.contactOffset); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform3D(meshCollider.transform, source.Rigidbody as ObiRigidbody); world.colliderTransforms[index] = trfm; } public override void Destroy() { base.Destroy(); if (handle != null && handle.Dereference()) ObiColliderWorld.GetInstance().DestroyTriangleMesh(handle); } } }