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PostPosted: Sat Feb 04, 2012 6:54 pm 

Joined: Wed Jan 25, 2012 6:32 pm
Posts: 16
The moving object is a constraint-based vehicle, it has springs to damp bumps on ground's surface. The ground is represented by static triangle mesh shape (bvh).
I use btInternalEdge utility, but wheels still do bounce on edges of perfectly flat triangle surface.
Maybe enabling split impulse helps a bit, but I can't state that for sure.
What can I do to minimize this annoying effect?

PostPosted: Tue Feb 28, 2012 10:47 am 

Joined: Wed Jan 18, 2012 9:54 am
Posts: 7
Although not quite the same, I had an issue with raycast cars, driving on a flat surface the cars would suddenly get crazy collision normals back and the car would flip. I'd assume yours is a similar issue with edges.

I've sorted this by storing all of the face normals in a list, when a collision is detected it'll return a triangle index, I grab the associated face normal and return that instead. This completely sorted the crazy flipping car issues.

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