/// <summary> /// Gets the world manifold. /// </summary> public void GetWorldManifold(IPhysicsManager physicsManager, out Vector2 normal, Span <Vector2> points) { PhysicsComponent bodyA = FixtureA?.Body !; PhysicsComponent bodyB = FixtureB?.Body !; IPhysShape shapeA = FixtureA?.Shape !; IPhysShape shapeB = FixtureB?.Shape !; var bodyATransform = physicsManager.EnsureTransform(bodyA); var bodyBTransform = physicsManager.EnsureTransform(bodyB); ContactSolver.InitializeManifold(ref Manifold, bodyATransform, bodyBTransform, shapeA.Radius, shapeB.Radius, out normal, points); }