If you add a mesh object to the world:
worldPtr->addToObject("my_shape", my_mesh_shape, pose);
FCL will treat it as triangles and not as a convex hull. You can use the qhull library to convert a convex (or concave) collection of points (or mesh) to a convex hull of those points, and then pass that as a mesh object. There is an example in
geometric_shapes/src/bodies.cpp
that uses qhull.
Collision checking triangles may not be as efficient as collision checking a convex hull, but I don't think FCL supports convex hull as a primitive.
-Acorn