I have an issue with rayTest: it doesn't add any collision where it should obviously.
I'm pretty sure I am missing something easy.
Here is the minimal code:
Code: Select all
mBroadphase = new btDbvtBroadphase();
mCollisionConfiguration = new btDefaultCollisionConfiguration();
mDispatcher = new btCollisionDispatcher(mCollisionConfiguration);
mCollisionWorld = new btCollisionWorld(mDispatcher, mBroadphase, mCollisionConfiguration);
btCollisionObject* collisionObject = new btCollisionObject();
btBoxShape* collisionShape = new btBoxShape(btVector3(10.f, 10.f, 10.f));
collisionObject->setCollisionShape(collisionShape);
mCollisionWorld->addCollisionObject(collisionObject);
btVector3 testFrom = btVector3(10.f,0.f,0.f);
btVector3 testTo = btVector3(150.f,0.f,0.f);
collisionObject->setWorldTransform(btTransform(btQuaternion(0.f, 0.f, 0.f, 0.f), btVector3(100.f,0.f,0.f)));
btCollisionWorld::ClosestRayResultCallback closestRayResultCallback(testFrom, testTo);
mCollisionWorld->rayTest(testFrom, testTo, closestRayResultCallback);
if(closestRayResultCallback.hasHit())
{
int i = 0; //Used to breakpoint on
}
Thanks for your help