Ok here is a patch or a mesh as defined by the collision system. The mesh do no have to be a triangular, it only nee to be made of convex faces
I0, i1, i2, i3 are the indices to the vertices of the face indices
M0, in the material assigned that the center face
N is the index to the face normal
N0, N1, N2, N3 are the normal of the adjacent face that share the respective edge to the center face, I call it the edge adjacent normal
A Is the length of the of the larger diagonal of the face, rounded up to the nearest integer.
when a face does no have adjacent face at an edge, the that edge adjacent normal is set to N, the same face normal.
for a voxel data all this values can be synthesized on the flight in the callback from lookup tables based on the cell number.
That's how the terrain collision does it .