Ammo.js Pointer Methods

@MackeyK24 On aside, do you know how to detect collisions between a kinematic character controller and a rigid body? The normal methods don’t seem to be doing for me via:

export const setupContactPairResultCallback = (Ammo) => {
  const cbContactPairResult = new Ammo.ConcreteContactResultCallback()
  //@ts-ignore
  cbContactPairResult.hasContact = false
  /*
    for each contact point search:
      cbContactPairResult = callback object (results) for contactPairTest
      addSingleResult = method to search for colission between the 2 defined objects
      cp = contact point
      colObjWrap, colObj1Wrap = wrappers to retrieve participating object in collision
  */
  
  cbContactPairResult.addSingleResult = function(cp, colObj0Wrap, partId0, index0, colObj1Wrap, partId1, index1) {
    //@ts-ignore
    const contactPoint = Ammo.wrapPointer(cp, ammoInstance.btManifoldPoint)
    const distance = contactPoint.getDistance()
    console.log("here, distance: ", distance)
    if (distance > 0) return 0; /* theres no contact */
    //@ts-ignore
    cbContactPairResult.hasContact = true
    return 1
  }

  return cbContactPairResult
}

const cb = setupContactPairResultCallback()
const testBody = new Ammo.btRigidBody() /* assume it's scaled and positioned correctly */
physicsWorld.contactPairTest(testBody , player.controller.getGhostObject(), cb) // nothing happens