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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.