/// <summary>Apply an impulse to this object as defined by a world position and velocity vector.</summary> /// <description> /// /// </description> /// <param name="pos">impulse world position</param> /// <param name="vel">impulse velocity (impulse force F = m * v)</param> /// <returns>Always true</returns> /// <remarks> Not all objects that derrive from GameBase have this defined. /// </remarks> public SceneObject GetContactObject() { InternalUnsafeMethods.GetContactObject__Args _args = new InternalUnsafeMethods.GetContactObject__Args() { }; IntPtr _engineResult = InternalUnsafeMethods.GetContactObject()(ObjectPtr, _args); return(new SceneObject(_engineResult)); }
/// <description> /// Gets the number of contacts this collider has hit. /// </description> /// <returns>The number of static fields defined on the object.</returns> public int GetContactObject() { InternalUnsafeMethods.GetContactObject__Args _args = new InternalUnsafeMethods.GetContactObject__Args() { }; int _engineResult = InternalUnsafeMethods.GetContactObject()(ObjectPtr, _args); return(_engineResult); }