public TFCollision(TFCollider collider) { this.collider = collider; gameObject = collider.gameObject; rigidbody = collider.body; transform = collider.tdTransform; }
private void Start() { fpTransform = GetComponent <TFTransform>(); coll = GetComponent <TFCollider>(); if (!Application.isPlaying) { //In edit mode, return out. return; } coll.body = this; info.position = (FixVec2)fpTransform.Position; info.velocity = FixVec2.zero; info.angularVelocity = Fix.zero; info.torque = Fix.zero; info.force = FixVec2.zero; invMass = mass != Fix.zero ? Fix.one / mass : Fix.zero; invInertia = inertia != Fix.zero ? Fix.one / inertia : Fix.zero; RecalcAABB(); TFPhysics.AddBody(this); }
private void Awake() { fpTransform = GetComponent <TFTransform>(); coll = GetComponent <TFCollider>(); }