There are lots of threads around the web, that Physijs Concave mesh does not work with collission. It seems, that btBvhTriangleMeshShape is not intended to work with collission in ammo.js, as I found out searching for that topic in bullet related forums.
What worked for me, is btConvexHullShape:
var triangle, triangle_mesh = new Ammo.btTriangleMesh;
var btConvexHullShape = new Ammo.btConvexHullShape();
var _vec3_1 = new Ammo.btVector3(0,0,0);
var _vec3_2 = new Ammo.btVector3(0,0,0);
var _vec3_3 = new Ammo.btVector3(0,0,0);
for ( i = 0; i < triangles.length; i++ ) {
triangle = triangles[i];
_vec3_1.setX(triangle[0].x);
_vec3_1.setY(triangle[0].y);
_vec3_1.setZ(triangle[0].z);
btConvexHullShape.addPoint(_vec3_1,true);
_vec3_2.setX(triangle[1].x);
_vec3_2.setY(triangle[1].y);
_vec3_2.setZ(triangle[1].z);
btConvexHullShape.addPoint(_vec3_2,true);
_vec3_3.setX(triangle[2].x);
_vec3_3.setY(triangle[2].y);
_vec3_3.setZ(triangle[2].z);
btConvexHullShape.addPoint(_vec3_3,true);
triangle_mesh.addTriangle(
_vec3_1,
_vec3_2,
_vec3_3,
true
);
}
return btConvexHullShape;
In the process of learning physic based 3d with threejs, I also want to mention the following best practice: when using complex models, create a low poly model that you can push to that converter function instead of the original model, or you will encounter a stack overflow.