public void ApplyWorldForce(Vector2 force, Vector2 applyAt) { MathF.CheckValidValue(force); MathF.CheckValidValue(applyAt); if (this.body == null) return; if (Scene.PhysicsFixedTime) force *= Time.TimeMult; this.body.ApplyForce( PhysicsConvert.ToPhysicalUnit(force) / Time.SPFMult, PhysicsConvert.ToPhysicalUnit(applyAt)); }