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Collider moving across trimeshshape hits internal edges #383

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mikecoker opened this issue Nov 30, 2021 · 1 comment
Open

Collider moving across trimeshshape hits internal edges #383

mikecoker opened this issue Nov 30, 2021 · 1 comment

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@mikecoker
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I'm using Cocos Creator, which includes ammo.js as a physics engine. In the game, I have a flat mesh that's provided as a ground plane, though it's not a large square but orthogonal rectangles (like halls). This object has a mesh collider and this mesh has internal edges. I have tried a sphere and cylinder collider sliding across this mesh and they both exhibit a behavior where they jump up as they cross some of these edges. It isn't 100% reliable and the cylinder seems worse than the sphere, presumably because it has an edge? Anyway, this issue has been in bullet since at least 2010 and they have a demo called InternalEdgeDemo which uses the btInternalEdgeUtility they have created. This is not found inside of Ammo anywhere that I can see. I'm wondering if this utility was exposed, if I could use it to solve this issue. Or is there some other way to address the issue?

Thanks

@suddenly4
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If you make more ribs in the mesh, then the vibration is reduced in the calculations. (mesh density, subdivide, tesselate) and their is an option you have CCD

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