skip dynamic bodies
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@ -160,6 +160,7 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
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m_world = world;
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m_mesh = def.mesh;
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m_density = def.density;
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m_xf.SetIdentity();
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b3ClothMesh* m = m_mesh;
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@ -537,6 +538,11 @@ void b3Cloth::UpdateContacts()
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for (b3Body* body = m_world->GetBodyList().m_head; body; body = body->GetNext())
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{
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if (body->GetType() != e_staticBody)
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{
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continue;
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}
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b3Transform xf = body->GetTransform();
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for (b3Shape* shape = body->GetShapeList().m_head; shape; shape = shape->GetNext())
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{
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