public void ComputeOldWorldManifold(out Vector2 normal, out IList <WorldPoint> points) { if (OldManifold.PointCount < 1) { normal = Vector2.Zero; points = new FixedArray2 <WorldPoint>(); return; } var bodyA = Contact.FixtureA.Body; var bodyB = Contact.FixtureB.Body; var transformA = bodyA.Transform; var transformB = bodyB.Transform; var radiusA = Contact.FixtureA.Radius; var radiusB = Contact.FixtureB.Radius; FixedArray2 <WorldPoint> worldPoints; OldManifold.ComputeWorldManifold( transformA, radiusA, transformB, radiusB, out normal, out worldPoints); worldPoints.Count = OldManifold.PointCount; points = worldPoints; }