CCD: take collision groups into account
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@@ -100,7 +100,8 @@ pub(crate) fn handle_user_changes_to_rigid_bodies<Bodies, Colliders>(
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// the active_dynamic_set.
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changes.set(RigidBodyChanges::SLEEP, true);
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}
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RigidBodyType::Kinematic => {
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RigidBodyType::KinematicVelocityBased
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| RigidBodyType::KinematicPositionBased => {
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// Remove from the active dynamic set if it was there.
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if islands.active_dynamic_set.get(ids.active_set_id) == Some(&handle) {
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islands.active_dynamic_set.swap_remove(ids.active_set_id);
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