I'm doing something like
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btCollisionWorld::ClosestConvexResultCallback cb(rayFrom, rayTo);
btConvexShape *cylinderShape = new btCylinderShape(btVector3(r, 0.005f, r));
m_dynamicsWorld->convexSweepTest(cylinderShape, from, to, cb);
Is there any workaround for this, or another solution?
Regards,
shogun