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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@@ -374,7 +374,7 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
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body->setGravity( m_gravity );
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m_controllers.push_back(ctrl);
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m_collisionWorld->AddCollisionObject(body);
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m_collisionWorld->AddCollisionObject(body,ctrl->GetCollisionFilterGroup(),ctrl->GetCollisionFilterMask());
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assert(body->m_broadphaseHandle);
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