b2WorldCallbacks.cpp
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00001 /*
00002 * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
00003 *
00004 * This software is provided 'as-is', without any express or implied
00005 * warranty.  In no event will the authors be held liable for any damages
00006 * arising from the use of this software.
00007 * Permission is granted to anyone to use this software for any purpose,
00008 * including commercial applications, and to alter it and redistribute it
00009 * freely, subject to the following restrictions:
00010 * 1. The origin of this software must not be misrepresented; you must not
00011 * claim that you wrote the original software. If you use this software
00012 * in a product, an acknowledgment in the product documentation would be
00013 * appreciated but is not required.
00014 * 2. Altered source versions must be plainly marked as such, and must not be
00015 * misrepresented as being the original software.
00016 * 3. This notice may not be removed or altered from any source distribution.
00017 */
00018 
00019 #include <Box2D/Dynamics/b2WorldCallbacks.h>
00020 #include <Box2D/Dynamics/b2Fixture.h>
00021 
00022 // Return true if contact calculations should be performed between these two shapes.
00023 // If you implement your own collision filter you may want to build from this implementation.
00024 bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
00025 {
00026         const b2Filter& filterA = fixtureA->GetFilterData();
00027         const b2Filter& filterB = fixtureB->GetFilterData();
00028 
00029         if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
00030         {
00031                 return filterA.groupIndex > 0;
00032         }
00033 
00034         bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
00035         return collide;
00036 }


mvsim
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autogenerated on Thu Sep 7 2017 09:27:48