> 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. _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

