65         if ( len > (radius0+radius1))
    67 #ifndef CLEAR_MANIFOLD    69 #endif //CLEAR_MANIFOLD    73         btScalar dist = len - (radius0+radius1);
    78                 normalOnSurfaceB = diff / len;
    91 #ifndef CLEAR_MANIFOLD    93 #endif //CLEAR_MANIFOLD virtual void releaseManifold(btPersistentManifold *manifold)=0
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
virtual ~btSphereSphereCollisionAlgorithm()
void setPersistentManifold(btPersistentManifold *manifoldPtr)
This class is not enabled yet (work-in-progress) to more aggressively activate objects. 
btSphereSphereCollisionAlgorithm(btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *col0Wrap, const btCollisionObjectWrapper *col1Wrap)
void refreshContactPoints()
The btSphereShape implements an implicit sphere, centered around a local origin with radius...
btManifoldResult is a helper class to manage contact results. 
btDispatcher * m_dispatcher
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)
const btTransform & getWorldTransform() const 
btCollisionObject can be used to manage collision detection objects. 
virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
btScalar length() const 
Return the length of the vector. 
virtual btPersistentManifold * getNewManifold(const btCollisionObject *b0, const btCollisionObject *b1)=0
const btCollisionShape * getCollisionShape() const 
btVector3 can be used to represent 3D points and vectors. 
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
btScalar getRadius() const 
btPersistentManifold * m_manifoldPtr
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
const btCollisionObject * getCollisionObject() const