How to volume/thick ray test? ,ClosestRayResultCallback?
Posted: Wed Mar 30, 2016 12:59 pm
Bullet has point ray test functions :-
But in a situation where a bazooka shoot a very fast big rocket (e.g. rigidBody), does BulletPhysic has any function to ray test that volume?
If not, alternative approaches that come to my mind are :-
Edit1: 2 days without answers ... so it can be assumed that my question is not clear, bad luck, or no one have ever do this before.
Code: Select all
btCollisionWorld::ClosestRayResultCallback RayCallback(Start, End);
If not, alternative approaches that come to my mind are :-
- 1. create a lot of rays (brute force and not always correct)
2. create a new RigidBody that has a long shape like prism (hard to calculate the mesh manually)
Edit1: 2 days without answers ... so it can be assumed that my question is not clear, bad luck, or no one have ever do this before.