protected void PreSolveCalcPoints(Contact contact, ref Manifold oldManifold) { Manifold manifold; contact.GetManifold(out manifold); if (manifold._pointCount == 0) { return; } Fixture fixtureA = contact.GetFixtureA(); Fixture fixtureB = contact.GetFixtureB(); FixedArray2<PointState> state1, state2; Collision.GetPointStates(out state1, out state2, ref oldManifold, ref manifold); WorldManifold worldManifold; contact.GetWorldManifold(out worldManifold); for (int i = 0; i < manifold._pointCount && _pointCount < k_maxContactPoints; ++i) { if (fixtureA == null) { _points[i] = new ContactPoint(); } ContactPoint cp = _points[_pointCount]; cp.fixtureA = fixtureA; cp.fixtureB = fixtureB; cp.position = worldManifold._points[i]; cp.normal = worldManifold._normal; cp.state = state2[i]; _points[_pointCount] = cp; ++_pointCount; } }