added basic collision filtering, in broadphase. more advanced collision filtering should happen in CollisionDispatch::NeedsCollision
fixed CcdPhysicsDemo: don't pick static objects, it create a point 2 point constraint, which assert in jacobian generation
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@@ -112,7 +112,7 @@ void CollisionWorld::StoreIslandActivationState()
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void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject)
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void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject,short int collisionFilterGroup,short int collisionFilterMask)
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{
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m_collisionObjects.push_back(collisionObject);
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@@ -128,7 +128,9 @@ void CollisionWorld::AddCollisionObject(CollisionObject* collisionObject)
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minAabb,
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maxAabb,
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type,
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collisionObject
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collisionObject,
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collisionFilterGroup,
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collisionFilterMask
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);
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