make it more obvious that btBvhTriangleMeshShape cannot be used for moving objects.
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@@ -21,7 +21,13 @@ subject to the following restrictions:
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#include "LinearMath/btAlignedAllocator.h"
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#include "btTriangleInfoMap.h"
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///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.
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///The btBvhTriangleMeshShape is a static-triangle mesh shape, it can only be used for fixed/non-moving objects.
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///If you required moving concave triangle meshes, it is recommended to perform convex decomposition
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///using HACD, see Bullet/Demos/ConvexDecompositionDemo.
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///Alternatively, you can use btGimpactMeshShape for moving concave triangle meshes.
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///btBvhTriangleMeshShape has several optimizations, such as bounding volume hierarchy and
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///cache friendly traversal for PlayStation 3 Cell SPU.
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///It is recommended to enable useQuantizedAabbCompression for better memory usage.
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///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.
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///Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk.
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///See Demos\ConcaveDemo\ConcavePhysicsDemo.cpp for an example.
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