to deactivate an object:
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m_savedCollisionGroup = m_rigidBody->getBroadphaseHandle()->m_collisionFilterGroup;
m_savedCollisionMask = m_rigidBody->getBroadphaseHandle()->m_collisionFilterMask;
m_rigidBody->forceActivationState(DISABLE_SIMULATION);
m_rigidBody->getBroadphaseHandle()->m_collisionFilterGroup = 0;
m_rigidBody->getBroadphaseHandle()->m_collisionFilterMask = 0;
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m_rigidBody->forceActivationState(DISABLE_DEACTIVATION);
m_rigidBody->getBroadphaseHandle()->m_collisionFilterGroup = m_savedCollisionGroup;
m_rigidBody->getBroadphaseHandle()->m_collisionFilterMask = m_savedCollisionMask;
Is there something else I must do to tell the simulation about the new states?