Avoid collision response between non-dynamic bodies, introduced in a recent commit.
Fixes Issue 711 https://code.google.com/p/bullet/issues/detail?id=711 Thanks to Sergej Reich.
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@@ -766,7 +766,7 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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///avoid collision response between two static objects
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///avoid collision response between two static objects
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if (!solverBodyA || (!solverBodyA->m_originalBody && (!solverBodyB || !solverBodyB->m_originalBody)))
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if (!solverBodyA || (solverBodyA->m_invMass.isZero() && (!solverBodyB || solverBodyB->m_invMass.isZero())))
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return;
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return;
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int rollingFriction=1;
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int rollingFriction=1;
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