Hi Julio,
My project gives the user 2 choices for placing a mesh onto another. One choice is RayCast where a ray is fired from the mouse into the scene and the body is placed according to user settings at the ray hit point. The second choice is called ConvexCast and it fires a mouse ray to find the hit spot and then uses NewtonWorldConvexCast() to cast the body along the path from the mouse to the hit spot, stopping when there is contact.
Both methods have their problems. RayCast has penetration problems when adjoining polygons are concave and ConvexCast often leaves the mesh offset from the surface in unnatural ways.
Here's a little video that shows what I mean. http://www.hurleyworks.com/media/flash/AP_Placement_Options/AP_Placement_Options.html
In the last part of the video, I got the box to sit properly by Stepping through the engine. I was wondering if there is a way I can compute the last result without having to step through the engine?
-Bird