add 'force activate', for static/kinematic objects that get moved.
fixed some activation issues with kinematic objects
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@@ -41,9 +41,9 @@ void btCollisionObject::forceActivationState(int newState)
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m_activationState1 = newState;
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}
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void btCollisionObject::activate()
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void btCollisionObject::activate(bool forceActivation)
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{
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if (!(m_collisionFlags & (CF_STATIC_OBJECT|CF_KINEMATIC_OBJECT)))
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if (forceActivation || !(m_collisionFlags & (CF_STATIC_OBJECT|CF_KINEMATIC_OBJECT)))
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{
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setActivationState(ACTIVE_TAG);
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m_deactivationTime = 0.f;
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@@ -148,7 +148,7 @@ public:
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void forceActivationState(int newState);
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void activate();
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void activate(bool forceActivation = false);
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inline bool isActive() const
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{
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@@ -176,7 +176,8 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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}
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}
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}
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if (allSleeping)
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{
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int idx;
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@@ -239,14 +240,15 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
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((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
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{
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//kinematic objects don't merge islands, but wake up all connected objects
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if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
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if (colObj0->isStaticOrKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
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{
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colObj1->setActivationState(ACTIVE_TAG);
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colObj1->activate();
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}
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if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
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if (colObj1->isStaticOrKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
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{
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colObj0->setActivationState(ACTIVE_TAG);
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colObj0->activate();
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}
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//filtering for response
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@@ -27,6 +27,18 @@ m_height(height)
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m_sinAngle = (m_radius / sqrt(m_radius * m_radius + m_height * m_height));
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}
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btConeShapeZ::btConeShapeZ (btScalar radius,btScalar height):
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btConeShape(radius,height)
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{
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setConeUpIndex(2);
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}
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btConeShapeX::btConeShapeX (btScalar radius,btScalar height):
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btConeShape(radius,height)
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{
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setConeUpIndex(0);
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}
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///choose upAxis index
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void btConeShape::setConeUpIndex(int upIndex)
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{
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@@ -368,8 +368,14 @@ void btDiscreteDynamicsWorld::updateActivationState(float timeStep)
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if (body->wantsSleeping())
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{
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if (body->getActivationState() == ACTIVE_TAG)
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body->setActivationState( WANTS_DEACTIVATION );
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if (body->isStaticOrKinematicObject())
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{
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body->setActivationState(ISLAND_SLEEPING);
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} else
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{
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if (body->getActivationState() == ACTIVE_TAG)
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body->setActivationState( WANTS_DEACTIVATION );
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}
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} else
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{
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if (body->getActivationState() != DISABLE_DEACTIVATION)
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@@ -834,6 +840,7 @@ void btDiscreteDynamicsWorld::debugDrawObject(const btTransform& worldTransform,
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}
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}
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void btDiscreteDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
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{
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if (m_ownsConstraintSolver)
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