Code: Select all
mDispatcher->setNearCallback(MyNearCallback);
In composing "MyNearCallback", though, I'm not entirely sure how to determine if a near-phase collision occurred between the objects. Would I use the collision pair's algorithm to get the array of all contact manifolds? I.E.:
Code: Select all
collisionPair.m_algorithm->getAllContactManifolds(manifoldArray);
The key here is I don't want the simulation to affect the objects in the world if particular game conditions are satisfied.
Any pointers appreciated!