Hi guys, sorry for butt-in. https://www.babylonjs-playground.com/#I6EIED#24 There’s a playground which has “brought-in” the Cannon plugin to the playground. It looks like someone wanted to modify part of BJS “higher level abstraction”.
Anyway, inside there, you can see the “connection” of BJS-level physicsImpostor to Cannon native object physicsBody. It is fairly easy to communicate with Cannon “native objects” including World and all world shapes, joints, etc… and observe broad/narrow phase ops… I think it is ALL exposed… once you know how to speak “native”.
So, anyone who knows of Cannon playgrounds that use lots of native calls… could you sling the urls here… for Wigen to borrow techniques-from. I was trying to think-up more keywords to search for Cannon native-heavy playgrounds-with, but… I couldn’t think of any. ooh, here’s a playground with the Cannon plugin AND the for-many-physics-engines BJS PhysicsImpostor class, also.
You can learn MUCH by studying the BJS CannonPlugin and BJS PhysicsImpostorClass. Don’t count-on the code in these playgrounds… to be “default” core code. I think the kids have been playing in there. 
Where’s @Raggar… he has some gruesome nearly-all-native-Cannon playgrounds in his toybox, I know he does. Got some URL’s, R? (thx)
Wigen - something tells me that activating meshImpostor-to-meshImpostor collisions… in CannonJS… might be a simple “switch”. It works by default… in AmmoJS. https://playground.babylonjs.com/#6QF3KP#11
Wigen… do you know about things like… collision FilterMasks and FilterGroups and that kind of stuff? It might be as simple as making sure both/all meshImpostors are members of the same collisionFilterGroup or mask. Another playground search.
It needs some deep investigating… but I think it is “near”, and maybe simple. (they ALL say that, eh?)
Ok, I hope I’ve been helpful, or at least noisy. 