If I fill out an AggGeom, I can get physics objects to collide with the shapes in the AggGeom. For instance, if I wrap my triangle mesh in a bounding box, I can get objects to bounce off of the bounding box.
However, I can’t seem to get physics objects to collide with the actual triangle mesh itself, even when I set the CollisionTraceFlag to CTF_UseComplexAsSimple. In that case, physics objects just fall right through my triangle mesh.
My geometry is basically environment geometry, there are many concavities and it does not obey any particular nice shape. I cannot construct a representation for it out of an aggregation of boxes, spheres, and cylinders.
It should totally be possible to throw a physically simulated sphere or something onto this environment and have it roll down hills and into valleys, etc., colliding with the actual triangles of the mesh, but so far, I’m stuck with the choice of either wrapping my mesh in a convex volume that is far too large, or allowing physics objects to pass through my mesh altogether.
Has anyone figured out how to get physics objects to collide with the actual triangles of a triangle mesh? Thanks in advance!