using System; using UnityEngine; namespace Obi{ public class ObiSphereShapeTracker : ObiShapeTracker { public ObiSphereShapeTracker(ObiCollider source, SphereCollider collider) { this.source = source; this.collider = collider; } public override void UpdateIfNeeded() { SphereCollider sphere = collider as SphereCollider; // retrieve collision world and index: var world = ObiColliderWorld.GetInstance(); int index = source.Handle.index; // update collider: var shape = world.colliderShapes[index]; shape.type = ColliderShape.ShapeType.Sphere; shape.filter = source.Filter; shape.SetSign(source.Inverted); shape.isTrigger = sphere.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 = sphere.center; shape.size = Vector3.one * sphere.radius; world.colliderShapes[index] = shape; // update bounds: var aabb = world.colliderAabbs[index]; aabb.FromBounds(sphere.bounds, shape.contactOffset); world.colliderAabbs[index] = aabb; // update transform: var trfm = world.colliderTransforms[index]; trfm.FromTransform3D(sphere.transform, source.Rigidbody as ObiRigidbody); world.colliderTransforms[index] = trfm; } } }