/// <summary> /// Applies a force to a specific point on the rigidbody. This will in most cases produce both linear and angular /// momentum. /// </summary> /// <param name="force">Force to apply.</param> /// <param name="position">World space point to apply the force at.</param> /// <param name="mode">Determines what type of force was applied.</param> public void AddForceAtPoint(Vector3 force, Vector3 position, PointForceMode mode = PointForceMode.Force) { if (native != null) { native.AddForceAtPoint(force, position, mode); } }
private static extern void Internal_addForceAtPoint(IntPtr thisPtr, ref Vector3 force, ref Vector3 position, PointForceMode mode);
/// <summary> /// Applies a force to a specific point on the rigidbody. This will in most cases produce both linear and angular /// momentum. /// </summary> /// <param name="force">Force to apply.</param> /// <param name="position">World position to apply the force at.</param> /// <param name="mode">Determines what is the type of <paramref name="force"/>.</param> public void AddForceAtPoint(Vector3 force, Vector3 position, PointForceMode mode = PointForceMode.Force) { Internal_addForceAtPoint(mCachedPtr, ref force, ref position, mode); }
private static extern void Internal_AddForceAtPoint(IntPtr thisPtr, ref Vector3 force, ref Vector3 position, PointForceMode mode);
public void AddForceAtPoint(Vector3 force, Vector3 position, PointForceMode mode) { Internal_AddForceAtPoint(mCachedPtr, ref force, ref position, mode); }
/// <summary> /// Applies a force to a specific point on the rigidbody. This will in most cases produce both linear and angular /// momentum. /// </summary> /// <param name="force">Force to apply.</param> /// <param name="position">World space point to apply the force at.</param> /// <param name="mode">Determines what type of force was applied.</param> public void AddForceAtPoint(Vector3 force, Vector3 position, PointForceMode mode = PointForceMode.Force) { if (native != null) native.AddForceAtPoint(force, position, mode); }