Ignore static-static collisions in broad phase #283
Merged
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Objective
Currently, the broad phase determines whether a body is inactive just by checking if the position or rotation has changed. If a static body is moved, it will unnecessarily check collisions against other static bodies. This can cause performance issues with e.g. floating point worlds where all entities are frequently moved.
Solution
Also check whether the body is static in the
update_aabb_intervals
system.