added VoronoiFractureDemo, thanks to RBD
fix in infinite recursion in quickSort, exclude the pivot in each sub partition disabled constraints don't merge simulation islands, and they don't disable collision between linked rigid bodies either.
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@@ -746,18 +746,20 @@ void btDiscreteDynamicsWorld::calculateSimulationIslands()
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for (i=0;i< numConstraints ; i++ )
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{
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btTypedConstraint* constraint = m_constraints[i];
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const btRigidBody* colObj0 = &constraint->getRigidBodyA();
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const btRigidBody* colObj1 = &constraint->getRigidBodyB();
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if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
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((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
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if (constraint->isEnabled())
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{
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if (colObj0->isActive() || colObj1->isActive())
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{
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const btRigidBody* colObj0 = &constraint->getRigidBodyA();
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const btRigidBody* colObj1 = &constraint->getRigidBodyB();
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getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),
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(colObj1)->getIslandTag());
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if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
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((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
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{
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if (colObj0->isActive() || colObj1->isActive())
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{
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getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),
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(colObj1)->getIslandTag());
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}
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}
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}
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}
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