I am trying to query every triangles inside a shape.
I thought that dispatching all collision pairs and then iterating the Persistent Manifold would have done the trick but I realized that the persistent Manifold only keep up to 4 btManifoldPoint. In other words, when performing a query on a triangle mesh, only up to 4 triangles are returned.
The only solution I could find was to grab all the contact points through the global "gContactAddedCallback" callback. Is it an advisable solution? Do you have any other solution to propose?
How to query every contact points from a shape?
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