I think the equivalent would be iRigidBody::AttachColliderMesh().
But if you really have many of them, a few thoughts:
- try to use more simple shapes like box or sphere collider when possible
- consider using Bullet plugin instead of ODE
Also, check $CRYSTAL/apps/tutorial/phystut/phystut.cpp for some physics objects creation examples...
AttachColliderMesh() is still the same; it expects collision polygons to exist in the mesh. Also, both plugins use dynamicsystem, so I don't know how that would change anything. Most of the stuff I changed was modelled after the phystut app, but my app uses thing meshes with massive amounts of dynamic polygons.
Both calls give this error when trying to feed it existing mesh geometry:
csODECollider: No collision polygons, triangles or vertices