_xiaofang/xiaofang/Assets/Obi/Scripts/Common/DataStructures/ColliderShape.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

56 lines
1.9 KiB
C#

using UnityEngine;
namespace Obi
{
public struct ColliderShape
{
public enum ShapeType
{
Sphere = 0,
Box = 1,
Capsule = 2,
Heightmap = 3,
TriangleMesh = 4,
EdgeMesh = 5,
SignedDistanceField = 6
}
public Vector4 center;
public Vector4 size; /**< box: size of the box in each axis.
sphere: radius of sphere (x,y,z),
capsule: radius (x), height(y), direction (z, can be 0, 1 or 2).
heightmap: width (x axis), height (y axis) and depth (z axis) in world units.*/
public ShapeType type;
public float contactOffset;
public int dataIndex;
public int rigidbodyIndex; // index of the associated rigidbody in the collision world.
public int materialIndex; // index of the associated material in the collision world.
public int forceZoneIndex; // index of the associated force zone in the collision world.
public int filter; // bitwise category/mask.
public int flags; // first bit whether the collider is 2D (1) or 3D (0), second bit whether it's a trigger (1) or regular collider (0),
// third bit (sign) determines whether shape is inverted or not.
public bool is2D
{
get => (flags & 1) != 0;
set => flags |= value ? 1 : 0;
}
public bool isTrigger
{
get => ((flags & 1 << 1) != 0) || forceZoneIndex >= 0;
set => flags |= value ? 1 << 1 : 0;
}
public float sign
{
get => (flags & 1 << 2) != 0 ? -1 : 1;
}
public void SetSign(bool inverted)
{
if (inverted) flags |= 1 << 2;
else flags &= ~(1 << 2);
}
}
}