[bugfix]: remove joint motors when converting objects to MotionType.KINEMATIC #1566
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Motivation and Context
JointMotors created for ArticulatedObjects stick around in the Bullet backend when the AO is removed from the simulation world (set to KINEMATIC). These motors undergo costly constrain row computation every physics step but do nothing. Instead, they should be removed for kinematic mode.
NOTE: This assumes we won't switch back to dynamic mode later (JointMotors would need to be re-created)
How Has This Been Tested
Locally via benchmark.
Types of changes
Checklist