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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2014-04-16T05:11:29+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
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		<entry>
		<author><name><![CDATA[toothlesshobo]]></name></author>
		<updated>2014-04-16T05:11:29+00:00</updated>

		<published>2014-04-16T05:11:29+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=33330#p33330</id>
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		<title type="html"><![CDATA[rigid body &gt; low poly concave mesh]]></title>

		
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i am running into a problem with large triangles on a concave mesh. i am seeing box shapes, and convex hulls fall through btBVHTriangleMeshShapes and btGImpactMeshShape.  see video: <a href="https://vimeo.com/92090298" class="postlink">https://vimeo.com/92090298</a>  <br><br>i'm wondering if somebody knows of a way to help prevent this from happening without setting the margins high and/or subdividing the collision mesh more than the render mesh.  what functions/classes i should be looking at to understand this better?  i'm digging through the code and it's a bit overwhelming..<br><br>i am getting this type of problem in my engine using bullet, but figured i could best demonstrate it using blender2.7. it also happens in the demos. i could send the .blend if anyone would like to see it.<br><br>**EDIT**<br>i have discovered that setting m_fixContactNormalDirection = false; in btGjkPairDetector::getClosestPointsNonVirtual seems to  fix ConcaveConvexcastDemo, where some boxes would fall through the mesh. is this important, should i leave it enabled?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=10847">toothlesshobo</a> — Wed Apr 16, 2014 5:11 am</p><hr />
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