Ok, so I found one way to do what I was looking for but it seems very unoptimized and kinda hacky. I am still wondering if there is an easy way to do this that I am not seeing. Here is what I did for now. I keep a list of persistent collisions and compare it to another list of current collisions. If current collisions have an entry that does not exist in persistent collision list, I add that to persistent ones and I play a sound. After that, I iterate over persistent collision list and remove all entries that are not contained in current collision list. Here is the code.
// persistentCollisions map.
std::map<int, std::vector<int>> persistentCollisions;
// Main game loop
while (!glfwWindowShouldClose(window.getWindow()))
{
//.
//.
//.
physicsEngine->getDynamicsWorld()->stepSimulation(1.0f / 60.0f);
// New collision map
std::map<int, std::vector<int>> newCollisions;
// Go over the collision manifold and extract all existing collisions
int numManifolds = physicsEngine->getDynamicsWorld()->getDispatcher()->getNumManifolds();
for (int i = 0; i < numManifolds; i++)
{
btPersistentManifold* contactManifold = physicsEngine->getDynamicsWorld()->getDispatcher()->getManifoldByIndexInternal(i);
const btCollisionObject* obA = contactManifold->getBody0();
const btCollisionObject* obB = contactManifold->getBody1();
int numContacts = contactManifold->getNumContacts();
for (int j = 0; j < numContacts; j++)
{
btManifoldPoint& pt = contactManifold->getContactPoint(j);
if (pt.getDistance() < 0.f)
{
// If it is a new collision, add to the newCollision list
if (std::find(newCollisions[obA->getUserIndex()].begin(), newCollisions[obA->getUserIndex()].end(), obB->getUserIndex()) == newCollisions[obA->getUserIndex()].end())
{
newCollisions[obA->getUserIndex()].emplace_back(obB->getUserIndex());
}
}
}
}
// Iterate over new collisions and add new collision to persistent collisions if it does not exist
std::map<int, std::vector<int>>::iterator newCollisionIterator = newCollisions.begin();
while (newCollisionIterator != newCollisions.end())
{
for (auto item : newCollisionIterator->second)
{
if (std::find(persistentCollisions[newCollisionIterator->first].begin(), persistentCollisions[newCollisionIterator->first].end(), item) == persistentCollisions[newCollisionIterator->first].end())
{
std::cout << "New collision between " << newCollisionIterator->first << " And " << item << std::endl;
// We can play our collision audio here
persistentCollisions[newCollisionIterator->first].emplace_back(item);
}
}
newCollisionIterator++;
}
// Iterate over persistent collisions and remove all collisions that did not exist in new collision
std::map<int, std::vector<int>>::iterator persistentCollisionIterator = persistentCollisions.begin();
while (persistentCollisionIterator != persistentCollisions.end())
{
std::vector<int>::iterator iter;
for (iter = persistentCollisionIterator->second.begin(); iter != persistentCollisionIterator->second.end(); )
{
if (std::find(newCollisions[persistentCollisionIterator->first].begin(), newCollisions[persistentCollisionIterator->first].end(), *iter) != newCollisions[persistentCollisionIterator->first].end())
{
++iter;
}
else
{
iter = persistentCollisionIterator->second.erase(iter);
}
}
persistentCollisionIterator++;
}
}