diff --git a/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h b/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h index d1c216298..493d63553 100644 --- a/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h +++ b/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h @@ -21,7 +21,13 @@ subject to the following restrictions: #include "LinearMath/btAlignedAllocator.h" #include "btTriangleInfoMap.h" -///The btBvhTriangleMeshShape is a static-triangle mesh shape with several optimizations, such as bounding volume hierarchy and cache friendly traversal for PlayStation 3 Cell SPU. It is recommended to enable useQuantizedAabbCompression for better memory usage. +///The btBvhTriangleMeshShape is a static-triangle mesh shape, it can only be used for fixed/non-moving objects. +///If you required moving concave triangle meshes, it is recommended to perform convex decomposition +///using HACD, see Bullet/Demos/ConvexDecompositionDemo. +///Alternatively, you can use btGimpactMeshShape for moving concave triangle meshes. +///btBvhTriangleMeshShape has several optimizations, such as bounding volume hierarchy and +///cache friendly traversal for PlayStation 3 Cell SPU. +///It is recommended to enable useQuantizedAabbCompression for better memory usage. ///It takes a triangle mesh as input, for example a btTriangleMesh or btTriangleIndexVertexArray. The btBvhTriangleMeshShape class allows for triangle mesh deformations by a refit or partialRefit method. ///Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk. ///See Demos\ConcaveDemo\ConcavePhysicsDemo.cpp for an example.