protected virtual void OnCollisionIslandUpdate(CollisionIslandUpdateArgs e) { if (_collisionIslandUpdate != null) { _collisionIslandUpdate(this, e); } }
private int InvokeCollisionIslandUpdate(IntPtr newtonWorld, IntPtr islandHandle, int bodyCount) { CollisionIsland island = new CollisionIsland(islandHandle, bodyCount); // I don't see the need to pass the world handle CollisionIslandUpdateArgs e = new CollisionIslandUpdateArgs(island); OnCollisionIslandUpdate(e); return e.ShouldHandle ? 1 : 0; }