more compounds work, the basics work. now some stackless tree-tree traversal is needed to speedup compound versus compound.
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@@ -113,6 +113,7 @@ void SimulationIslandManager::StoreIslandActivationState(CollisionWorld* colWorl
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//
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void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,CollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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int numBodies = collisionObjects.size();
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for (int islandId=0;islandId<numBodies;islandId++)
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@@ -128,8 +129,10 @@ void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,Coll
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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{
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allSleeping = false;
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