/// <summary>Apply an impulse to this object as defined by a world position and velocity vector.</summary>
        /// <description>
        ///
        /// </description>
        /// <param name="pos">impulse world position</param>
        /// <param name="vel">impulse velocity (impulse force F = m * v)</param>
        /// <returns>Always true</returns>
        /// <remarks> Not all objects that derrive from GameBase have this defined.
        /// </remarks>
        public SceneObject GetContactObject()
        {
            InternalUnsafeMethods.GetContactObject__Args _args = new InternalUnsafeMethods.GetContactObject__Args()
            {
            };
            IntPtr _engineResult = InternalUnsafeMethods.GetContactObject()(ObjectPtr, _args);

            return(new SceneObject(_engineResult));
        }
Ejemplo n.º 2
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        /// <description>
        /// Gets the number of contacts this collider has hit.
        /// </description>
        /// <returns>The number of static fields defined on the object.</returns>
        public int GetContactObject()
        {
            InternalUnsafeMethods.GetContactObject__Args _args = new InternalUnsafeMethods.GetContactObject__Args()
            {
            };
            int _engineResult = InternalUnsafeMethods.GetContactObject()(ObjectPtr, _args);

            return(_engineResult);
        }