Collider moving across trimeshshape hits internal edges
I'm using Cocos Creator, which includes ammo.js as a physics engine. In the game, I have a flat mesh that's provided as a ground plane, though it's not a large square but orthogonal rectangles (like halls). This object has a mesh collider and this mesh has internal edges. I have tried a sphere and cylinder collider sliding across this mesh and they both exhibit a behavior where they jump up as they cross some of these edges. It isn't 100% reliable and the cylinder seems worse than the sphere, presumably because it has an edge? Anyway, this issue has been in bullet since at least 2010 and they have a demo called InternalEdgeDemo which uses the btInternalEdgeUtility they have created. This is not found inside of Ammo anywhere that I can see. I'm wondering if this utility was exposed, if I could use it to solve this issue. Or is there some other way to address the issue?
Thanks
If you make more ribs in the mesh, then the vibration is reduced in the calculations. (mesh density, subdivide, tesselate) and their is an option you have CCD