make it more obvious that btBvhTriangleMeshShape cannot be used for moving objects.

This commit is contained in:
erwin.coumans
2012-12-14 20:31:03 +00:00
parent 1d4a5d950d
commit 27fd8ea0d7

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@@ -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.