/*!
\addtogroup Physics
\{
*/
/*!
Output structure for reporting collisions.
*/
sealed class Contact
{
private void Contact() {}
private void ~Contact() {}
Physics Physics1;
Physics Physics2;
//! Surface properties of Object1
SurfaceProperties Material1;
//! Surface properties of Object2
SurfaceProperties Material2;
//! Impulse applied to resolve the collision
float Impulse;
//! Index of collider on Object1
int ShapeIndex1;
//! Index of collider on Object2
int ShapeIndex2;
//! Collision axis at the contact point
vector Normal;
//! Position of the contact point (world space)
vector Position;
//! Penetration depth on Object1
float PenetrationDepth;
float RelativeNormalVelocityBefore;
float RelativeNormalVelocityAfter;
vector RelativeVelocityBefore;
vector RelativeVelocityAfter;
//! Velocity of Object1 before collision (world space)
vector VelocityBefore1;
//! Velocity of Object2 before collision (world space)
vector VelocityBefore2;
//! Velocity of Object1 after collision (world space)
vector VelocityAfter1;
//! Velocity of Object2 after collision (world space)
vector VelocityAfter2;
proto native vector GetNormalImpulse();
proto native float GetRelativeVelocityBefore(vector vel);
proto native float GetRelativeVelocityAfter(vector vel);
}
/*!
\}
*/
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