Most notedly, I do not quite understand the function NewtonCollisionRayCast. I have read the specification, but I have some questions.
Code: Select all
float NewtonCollisionRayCast(
const NewtonCollision* collision,
const float* p0,
const float* p1,
float* normal,
int* attribute);
If so, what exactly does p1 require? If p0 is the exact center of the object and I wanted the ray to shoot directly down/up, would (X = 0, Y = 1, Z = 0) be sufficient? Or do I have to suggest distance as well?
Any advice on how to proceed would be most appreciated.
My thanks in advance!