Hi,
I'm using Newton via another engine (Truevision3D, as it happens which implements Newton 1.53 as it's Physics Class) and I'm having a lot of problems with raycasts. That is to say, I'm getting collisions being missed and incorrect collisions being hit when I raycast. To be specific, I'm getting hits which are in the opposite direction from the start point, as if the end point was StartPoint+(EndPoint-StartPoint). I can't see to find any pattern to when the rays are cast in the "opposite" direction.
So what I'm wondering is whether this is a bug in Newton or a bug in TV3D or something else. The TV3D developer suggested that it might be that he needs to check the results are within the segment of the ray that I chose to cast. Or at the very least, give priority to those results over results which are not part of the segment. I don't want to give him unnecessary work though, or have him slow things down checking for things which shouldn't exist.
So before I press him to do that, I'd like to know for sure whether NewtonWorldRaycast is an infinite ray and whether it could, should or would pick up results in the opposite direction. For example, if I provide (10,0,0) as my start vector and (20,0,0) as my end vector, is it even possible (theoretically) that Newton should give me an impact at (5,0,0) when there was no collision in the segment I provide? If there was a valid collision at (16,0,0) [Further away than the reverse impact] or I guess in other words, are the collisions you return all in the segment I ask for or are they from a full infinite ray?