I have read through the forums and documentation understand that you are not supposed to use the TriangleMeshObject for anything other than static collision meshes. This makes sense to me however I would like to understand the problem with this to hopefully be able to come up with a solution to allow me to animate a very low poly model for a medical sim.
My assumption after reading through the code is that if the vertex positions change then you also need to update the octree so that collisions still happen correctly. The Octree building seems to be the slow part in my timing tests. And it also looks like the positions in the Octree are used for the collision detection; the GetVertex call seems to return the stored vertex. I was wondering if, for a very low poly model (like 128 triangles), you could only have one bounding box in the Octree. If the vertex grid was small would it be fast enough to just update the vertex positions without touching the Octree? Is there anything I have missed?
Thanks for your help. So far JiglibX has been a savior!