now then, my question is what's the best way to get a vector3df representing the position of intersection between a 3d vector and the 'world'? i was hoping i could do something like this:
---
vector3df starting_point;
vector3df some_vector;
vector3df intersection_pos = smgr->getSceneCollisionManager()->getIntersectionPoint(starting_point,some_vector);
---
and intersection_pos would be the nearest point of intersection starting from starting_point and going in the direction of some_vector with any triangle in the world (under the root scene node i guess)
the nearest function i can find is smgr->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection, tri), which requires a triangle selector which holds the triangle i would be interested in intersecting with.. this would be fine if my world was a single node like a quake2 map in the tutorial, but my world is made up of many many IAnimatedMeshSceneNodes.
my first thought was that i could use getSceneNodeFromRayBB.. but it only returns the node, not the position of intersection. is there a way to add another parameter which will return intersection as well?
my second thought was that i would have to add a triangle selector for each node (let's say 50 nodes) and then add each triangle selector to the metatriangleselector (which from what i read in the forums isn't working at the moment). is this correct? can i not just grab the RootSceneNode and use that?
is there a better way to do this? is there another way to do this?