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I am having trouble with bsp offset collisions.  Certain topologies can cause this.  For example:

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Suppose my bsp compiler chooses f1 as the first splitting plane.  Then f4 will be split into a triangle (f4a) and a square (f4b).   F2, f3, f4b, fwill be "in".  F6, f5. f4a will be "out"

This is a bad bsp tree for collision detection using offset surface.  The decomposition of the object into two convexes (a ramp and a block) will result in discontinuities that an avatar may get stuck on.  

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If, however, I chose f6a as the first splitting plane, I will not have that problem because the ramp-block connection will be part of the same convex.  How do I prevent this (and any generalization of this topology) from being compiled into a bad bsp tree?  

Beveling is not the problem, because you are only supposed to bevel if the angles are acute.  The ramp-block interface is obtuse.  

Thank you.

 

 

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