public CollisionIslandUpdateArgs(CollisionIsland island) { this.Island = island; this.ShouldHandle = true; }
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; }