Erwin Coumans wrote:
There is not really a good mechanism for this.
You could try to remove the particle/body from the world, or is that too slow?
Otherwise, try using
to disable the particle, and to enable again:
Thanks for the reply!
Generally I avoid mem allocations inside the main loop and by removing and adding in a btAlignedObjectArray the loop may become considerably slow (in some cases). I will try changing the activation state but its a nice thought to have such a feature (maybe in a future release?).
Without trying to be judgmental here is a thought on improving the API. You can put the activation states in an enum and change the type of the arguments on forceActivationState and setActivationState from int to that enum. With this way we can know what are the acceptable argument values in forceActivationState and setActivationState.