/// <summary> /// Peek at a temporary native instance or the current (if initialized). /// </summary> /// <param name="callback">Callback with temporary or already initialized native instance. Callback signature ( nativeRb, isTemporary ).</param> /// <remarks> /// Always assume the native instance to be temporary. It's never safe to cache an instance to the native object. /// </remarks> public void PeekTemporaryNativeOrGetNative(Action <agx.RigidBody, bool> callback) { if (callback == null) { return; } if (m_rb != null) { callback(m_rb, false); } else { Shape[] shapes = GetComponentsInChildren <Shape>(); using (agx.RigidBody rb = new agx.RigidBody()) { foreach (Shape shape in shapes) { agxCollide.Shape nativeShape = shape.CreateTemporaryNative(); if (nativeShape != null) { agxCollide.Geometry geometry = new agxCollide.Geometry(nativeShape); geometry.setEnable(shape.IsEnabled); if (shape.Material != null) { geometry.setMaterial(shape.Material.CreateTemporaryNative()); } rb.add(geometry, shape.GetNativeRigidBodyOffset(this)); } } // For center of mass position/rotation to be correct we have to // synchronize the native transform given current game object transform. SyncNativeTransform(rb); callback(rb, true); // Hitting "Update" (mass or inertia in the Inspector) several times // will crash agx if we don't remove the geometries and shapes. while (rb.getGeometries().Count > 0) { agxCollide.Geometry geometry = rb.getGeometries()[0].get(); if (geometry.getShapes().Count > 0) { geometry.remove(geometry.getShapes()[0].get()); } rb.remove(geometry); } } } }