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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@@ -201,7 +201,7 @@ public:
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void RayTest(const SimdVector3& rayFromWorld, const SimdVector3& rayToWorld, RayResultCallback& resultCallback);
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void AddCollisionObject(CollisionObject* collisionObject);
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void AddCollisionObject(CollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
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CollisionObjectArray& GetCollisionObjectArray()
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{
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