protected override void UpdateContainedPairs()
{
//TODO: Static triangle meshes have a worldspace hierarchy that could be more efficiently traversed with a tree vs tree test.
//This is just a lot simpler to manage in the short term.
var overlappedElements = PhysicsResources.GetCompoundChildList();
compoundInfo.hierarchy.Tree.GetOverlaps(mesh.boundingBox, overlappedElements);
for (int i = 0; i < overlappedElements.Count; i++)
{
TryToAdd(overlappedElements.Elements[i].CollisionInformation, mesh, overlappedElements.Elements[i].Material, mesh.material);
}
PhysicsResources.GiveBack(overlappedElements);
}