add 'force activate', for static/kinematic objects that get moved.
fixed some activation issues with kinematic objects
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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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