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Apr 23rd, 2014
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C++ 0.74 KB | None | 0 0
  1. int numManifolds = world->getDispatcher()->getNumManifolds();
  2.     for (int i=0;i<numManifolds;i++)
  3.     {
  4.         btPersistentManifold* contactManifold =  world->getDispatcher()->getManifoldByIndexInternal(i);
  5.         btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
  6.         btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
  7.  
  8.         int numContacts = contactManifold->getNumContacts();
  9.         for (int j=0;j<numContacts;j++)
  10.         {
  11.             btManifoldPoint& pt = contactManifold->getContactPoint(j);
  12.             if (pt.getDistance()<0.f)
  13.             {
  14.                 const btVector3& ptA = pt.getPositionWorldOnA();
  15.                 const btVector3& ptB = pt.getPositionWorldOnB();
  16.                 const btVector3& normalOnB = pt.m_normalWorldOnB;
  17.             }
  18.         }
  19.     }
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