> >If you do, is it be enough to use Body::groupMask in
> > the functor to avoid those?
> Hm, I have not thought about it until this moment. May be...
> How do you use the groupMask in general?

Bitmasks are used in InteractionGeometryDispatcher; if (mask1 &
mask2)==0 and the masks are not zero (IIRC), then the bodies will not
enter interaction. (I will document it properly in the doc I am writing,
but that will take some time).

The same could be done here, one bitmask for the functor, another for
the body.

v.


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