I'm using bullet in my tracking-pipeline for physics simulation.
The basic setup was done without many problems, and examples with simple objects (e.g. spheres) were running fine.
However, as soon as I started with experimenting with more complex objects, I started having problems.
Please see in the image the case of concave-object (btConvexTriangleMeshShape). (it's an elastic and deformable pipe-like thing)
This object is suppose to be resting on the top cylinder and both cylinders are static objects (btCylinderShape).

With green color you can see the (btCylinderShape) static, cylindrical bases.
With cyan color you can see the actual mesh of the pipe-like object, while with white you can see it's collision shape (btConvexTriangleMeshShape), that has been shifted to a weird location because of AABB overlap.
With red color you can see the AABB box of each object in the scene.
The AABB boxes overlap, so the collision shape of the pipe jumps to some pseudo-random location where there is no overlap of the 2 AABBs
and then falls down, as it is not resting on the cylindrical base any more.
Obviously I need some more detailed method that penalizes collisions and penetration.
Any hint on the direction I should go?
Could I avoid convex decomposition for this problem? (right now, with convex decomposition I'm not sure how to handle the actual physics simulation after collision detection, probably with a btCompoundShape)