using UnityEngine; namespace Obi { public struct QueryShape { public enum QueryType { Sphere = 0, Box = 1, Ray = 2, } public Vector4 center; /**< box: center of the box in solver space. sphere: center of the sphere in solver space,. ray: start of the ray in solver space.*/ public Vector4 size; /**< box: size of the box in each axis. sphere: radius of sphere (x,y,z), ray: end of the line segment in solver space.*/ public QueryType type; public float contactOffset; public float maxDistance; // minimum distance around the shape to look for. public int filter; public QueryShape(QueryType type, Vector3 center, Vector3 size, float contactOffset, float distance, int filter) { this.type = type; this.center = center; this.size = size; this.contactOffset = contactOffset; this.maxDistance = distance; this.filter = filter; } } }