> 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).

Just found out it is only that way in InteractionDispatchers... (bug,
should behave the same). It might be better to put this to
Collider::mayCollide, since we would save creating the potential
interaction for such pairs of bodies.



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