using System; using UnityEngine; namespace Obi{ public class ObiCapsuleShapeTracker2D : ObiShapeTracker { public ObiCapsuleShapeTracker2D(ObiCollider2D source, CapsuleCollider2D collider) { this.source = source; this.collider = collider; } public override void UpdateIfNeeded () { CapsuleCollider2D capsule = collider as CapsuleCollider2D; // retrieve collision world and index: var world = ObiColliderWorld.GetInstance(); int index = source.Handle.index; // update collider: var shape = world.colliderShapes[index]; shape.is2D = true; shape.type = ColliderShape.ShapeType.Capsule; shape.filter = source.Filter; shape.SetSign(source.Inverted); shape.isTrigger = capsule.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.center = capsule.offset; Vector2 size = capsule.size; shape.size = new Vector4((capsule.direction == CapsuleDirection2D.Horizontal ? size.y : size.x) * 0.5f, Mathf.Max(size.x, size.y), capsule.direction == CapsuleDirection2D.Horizontal ? 0 : 1, 0); world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(capsule.bounds, shape.contactOffset,true); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform2D(capsule.transform, source.Rigidbody as ObiRigidbody2D); world.colliderTransforms[index] = trfm; } } }