We've been using the P2P constraints in one of our projects. We used the BasicDemo and made the following small changes:
- made sure we disable the AngularFactor (=0) of the rigid body that's been picked: we don't want any rotations
- set the cameradistance to 20
- made a btBoxShape for the groundplane. This way the small boxes are lying on a big box.
Now run the demo and pickup a small box. As soon as you drag this small box into any other collisionshape (other small boxes or the 'ground' box), the picked box simply tunnels through the collision. Apparently the constraint forces/pushes the picked box through the other collision shapes. IMO this should never happen at all, the smaller box should simply stay put and should not try to move through the other objects. If you enable the AngularFactor, the result is even worse: it tunnels through and in addition the picked box begins to shake like a hyperactive old man

We've also tried this in 2D with Box2D and the behavior in that demo application is exactly what we would like to see in Bullet as well: it stays put, without tunneling or weird shaky constraints
Is there any way to prevent this tunneling from happening?
Any help on this matter would be greatly appreciated!
Thanks,
Martijn