I want to do something similar to a raycast. With a raycast, you can set an origin and a destiny, and check where the ray collides with something but only with a line. What I want to do, is given an origin with
z coordinates, check which is the closest point it collides in a mesh. so if I have a box in
0, 0, 0 with width 2, and my origin is on
0, 0.5, 0, the algorithm/function should return that the closest point it collides is
0, 1, 0. I hope I am clear enough.
I am using Ogre3D, and bullet physics. I can also use OpenGL.