allow to enable/disable implicit cylinder conversion through an API
p.loadURDF("r2d2.urdf", flags=p.URDF_USE_IMPLICIT_CYLINDER)
allow to enable/disable deterministicOverlappingPairs through an API
p.setPhysicsEngineParameter(deterministicOverlappingPairs = False)
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@@ -334,8 +334,11 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
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for (i=0;i<maxNumManifolds ;i++)
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{
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btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
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if (manifold->getNumContacts() == 0)
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continue;
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if (collisionWorld->getDispatchInfo().m_deterministicOverlappingPairs)
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{
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if (manifold->getNumContacts() == 0)
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continue;
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}
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const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
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const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
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@@ -397,12 +400,15 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
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//tried a radix sort, but quicksort/heapsort seems still faster
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//@todo rewrite island management
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//m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
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//btPersistentManifoldSortPredicateDeterministic sorts contact manifolds based on islandid,
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//but also based on object0 unique id and object1 unique id
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m_islandmanifold.quickSort(btPersistentManifoldSortPredicateDeterministic());
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if (collisionWorld->getDispatchInfo().m_deterministicOverlappingPairs)
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{
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m_islandmanifold.quickSort(btPersistentManifoldSortPredicateDeterministic());
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} else
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{
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m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
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}
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//m_islandmanifold.heapSort(btPersistentManifoldSortPredicate());
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