setCollisionMask(bitmask = collision.types.ALL_OBJECT) {
		this.collisionMask = bitmask;
	}
By default all physic bodies are able to collide with all other bodies, <br>
but it's also possible to specify 'collision filters' to provide a finer <br>
control over which body can collide with each other.
@see collision.types
@param {number} [bitmask = collision.types.ALL_OBJECT] - the collision mask
@example
// filter collision detection with collision shapes, enemies and collectables
body.setCollisionMask(me.collision.types.WORLD_SHAPE | me.collision.types.ENEMY_OBJECT | me.collision.types.COLLECTABLE_OBJECT);
...
// disable collision detection with all other objects
body.setCollisionMask(me.collision.types.NO_OBJECT);