This is a follow-up of a previous question of mine that was resolved.
I'm trying to develop a mesh collision method in order to penalize inter-penetrations. For this reason I started working with CGAL, and I have a working first attempt by closely following this example ("Example for Finding Intersecting 3D Triangles").
However it seems that it detects all adjacent triangles cases as collisions (and now it seems pretty obvious that the method would do this).
Is there any way to detect actual collisions of non-neighboring triangles only? Ideally the collision detection method should take care of this before creating the output, avoiding thus the need to filter-out the final vector of colliding triangles and the computational burden that comes with this.
The structure of my triangles is a triangle-soup, ie. stored in a vector with no specific ordering.