Fix some deactivation issues with btMultiBodyDynamicsWorld, should also improve performance for PyBullet with larger worlds
(even when sleeping is disabled, islands are split)
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@@ -45,16 +45,18 @@ btMultiBodyGearConstraint::~btMultiBodyGearConstraint()
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int btMultiBodyGearConstraint::getIslandIdA() const
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{
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if (m_bodyA)
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{
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btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
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if (col)
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return col->getIslandTag();
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for (int i=0;i<m_bodyA->getNumLinks();i++)
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if (m_linkA < 0)
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{
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if (m_bodyA->getLink(i).m_collider)
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return m_bodyA->getLink(i).m_collider->getIslandTag();
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btMultiBodyLinkCollider* col = m_bodyA->getBaseCollider();
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if (col)
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return col->getIslandTag();
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}
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else
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{
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if (m_bodyA->getLink(m_linkA).m_collider)
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return m_bodyA->getLink(m_linkA).m_collider->getIslandTag();
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}
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}
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return -1;
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@@ -64,16 +66,17 @@ int btMultiBodyGearConstraint::getIslandIdB() const
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{
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if (m_bodyB)
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{
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btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
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if (col)
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return col->getIslandTag();
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for (int i=0;i<m_bodyB->getNumLinks();i++)
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if (m_linkB < 0)
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{
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col = m_bodyB->getLink(i).m_collider;
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btMultiBodyLinkCollider* col = m_bodyB->getBaseCollider();
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if (col)
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return col->getIslandTag();
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}
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else
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{
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if (m_bodyB->getLink(m_linkB).m_collider)
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return m_bodyB->getLink(m_linkB).m_collider->getIslandTag();
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}
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}
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return -1;
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}
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