I know, that there is already topic about this (http://www.bulletphysics.com/Bullet/php ... =&f=&t=288). But I don t want to opne that old one.
I am now dealing with, for me, huge problem. 3weeks gone and I still have nothing


I tried use data from sat (mtd, ncoll) and calculate those points, bud with no luck.
Algorithm from book "Game Physics Engine Development" work neither
1. Consider each vertex of object A.
2. Calculate the interpenetration of that vertex with object B.
3. The deepest such interpenetration is retained.
4. Do the same with object B’s vertices against object A.
5. The deepest interpenetration overall is retained.
Algorithm found vertices, which are outside of both boxes (http://www.perry.cz/files/noLuckToday.png)

I also try to calculate those points with brutal - force. With this i got the best results (for my eyes

for (int i = 0; i < 6; i++) //faces
for (int j = 0; j < 12; j++) //edges
if (face.LineSegmentPlaneIntersection(edge, ref intersectionPoint))
if (face.IsInsidePlane(intersectionPoint)) {
intersection point is one of manifold
}
I got something like this http://www.perry.cz/files/Clipboard01.png
Or better this http://www.perry.cz/files/asiOK.png - combination of brutal force and supporting vertices - for me best results and almost ok, but I dont´t know haw contact manifold shoul look for this case http://www.perry.cz/files/body.png
But in this, I dont know how to solve, which points belong to boxA and which to boxB ? If I react in all points, the physics act funny

Or how can I solve those points another way ? Clipping algorithm doesn ´t work for me, and I dont´t know why...

What will be very helpfull for me are some example images, how contact manifold in different situations look like. Everywhere I can see only theory or running programs.