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- /*
- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- #include <Box2D/Dynamics/b2WorldCallbacks.h>
- #include <Box2D/Dynamics/b2Fixture.h>
- // Return true if contact calculations should be performed between these two shapes.
- // If you implement your own collision filter you may want to build from this implementation.
- bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
- {
- const b2Filter& filterA = fixtureA->GetFilterData();
- const b2Filter& filterB = fixtureB->GetFilterData();
- if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
- {
- return filterA.groupIndex > 0;
- }
- bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
- return collide;
- }
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