public IEnumerable <PhysicsActor> Overlap(uint filter, PhysicsShape shape, Vector3 position, Quaternion rotation) { int count; var result = PhysicsApi_Overlap(filter, ObjectId, shape.ObjectId, position, rotation, out count); if (result != null) { var array = new int[count]; Marshal.Copy(result, array, 0, count); for (var i = 0; i < count; i++) { var oid = (uint)array[i]; yield return(Get <PhysicsActor>(oid)); } } }
public PhysicsActor CreateDynamicCollision(PhysicsShape shape, Vector3 position, Quaternion rotation) { return(null); }
public PhysicsTrigger CreateTrigger(PhysicsShape shape, Vector3 position, Quaternion rotation) { return(null); }
public void DestoryShape(PhysicsShape shape) { PhysicsApi_DestoryShape(ObjectId, shape.ObjectId); }