- Decomposing the shape in to multiple convex shapes and representing them using a btCompoundShape
- Using a btGImpactMeshShape
- Using a btBvhTriangleMeshShape
- I understand that a btBvhTriangleMeshShape does not collide with other btBvhTriangleMeshShapes... But if, say, a simple sphere collided with it, would the correct physics response still occur on the sphere? Including incorporation of angular/linear velocity set manually on the btBvhTriangleMeshShape (if any)?
- Also, it seems that using a btGImpactMeshShape would always be easier than splitting an arbitrary mesh. So what's the tradeoff? Is btCompoundShape more efficient?
- Considering that all of my concave shapes will be moved manually anyway; is it better to use a btBvhTriangleMeshShape (assuming the answer to #1 is "yes")?