I am working on a 3D tube bending's simulation software.
I integrated bullet api for collision in my opengl app, using only btWorldCollision without dynamic.
Each objects are defined as CollideObject .
The position of objects are given to the collide objects retrieving the openGL matrix.
I used the debug drawer to watch if my objects were well settled, and everything is fine.
However the following code is used to find collisions , but no collision is found

[syntax="c"]
physicalWorld->performDiscreteCollisionDetection();
//physicalWorld->debugDrawWorld();
///one way to draw all the contact points is iterating over contact manifolds in the dispatcher:
int numManifolds = physicalWorld->getDispatcher()->getNumManifolds();
for (int i=0;i<numManifolds;i++)
{
btPersistentManifold* contactManifold = physicalWorld->getDispatcher()->getManifoldByIndexInternal(i);
btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
printf("collision !\n");
int numContacts = contactManifold->getNumContacts();
if (numContacts > 0)
return 1;
}
[/syntax]
Can somebody give me some tips ?