b2WorldCallbacks.cpp 1.6 KB

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  1. /*
  2. * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. * Permission is granted to anyone to use this software for any purpose,
  8. * including commercial applications, and to alter it and redistribute it
  9. * freely, subject to the following restrictions:
  10. * 1. The origin of this software must not be misrepresented; you must not
  11. * claim that you wrote the original software. If you use this software
  12. * in a product, an acknowledgment in the product documentation would be
  13. * appreciated but is not required.
  14. * 2. Altered source versions must be plainly marked as such, and must not be
  15. * misrepresented as being the original software.
  16. * 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include <Box2D/Dynamics/b2WorldCallbacks.h>
  19. #include <Box2D/Dynamics/b2Fixture.h>
  20. // Return true if contact calculations should be performed between these two shapes.
  21. // If you implement your own collision filter you may want to build from this implementation.
  22. bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
  23. {
  24. const b2Filter& filterA = fixtureA->GetFilterData();
  25. const b2Filter& filterB = fixtureB->GetFilterData();
  26. if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
  27. {
  28. return filterA.groupIndex > 0;
  29. }
  30. bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
  31. return collide;
  32. }