﻿/*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 
* 3. This notice may not be removed or altered from any source distribution.
*/

using UnityEngine;
using System;


[AddComponentMenu("Newton Physics/Colliders/Cylinder")]
public class NewtonCylinderCollider : NewtonCollider
{
    public override dNewtonCollision Create(NewtonWorld world)
    {
        dNewtonCollision collider = new dNewtonCollisionCylinder(world.GetWorld(), m_radius0, m_radius1, m_height);
        SetMaterial(collider);
        SetLayer(collider);
        return collider;
    }

    public float m_radius0 = 0.5f;
    public float m_radius1 = 0.5f;
    public float m_height = 2.0f;
}

