b2_world_callbacks.cpp
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1 // MIT License
2 
3 // Copyright (c) 2019 Erin Catto
4 
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22 
23 #include "box2d/b2_fixture.h"
25 
26 // Return true if contact calculations should be performed between these two shapes.
27 // If you implement your own collision filter you may want to build from this implementation.
29 {
30  const b2Filter& filterA = fixtureA->GetFilterData();
31  const b2Filter& filterB = fixtureB->GetFilterData();
32 
33  if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
34  {
35  return filterA.groupIndex > 0;
36  }
37 
38  bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
39  return collide;
40 }
b2Filter::maskBits
uint16 maskBits
Definition: b2_fixture.h:51
b2ContactFilter::ShouldCollide
virtual bool ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB)
Definition: b2_world_callbacks.cpp:28
b2Fixture
Definition: b2_fixture.h:116
b2Filter
This holds contact filtering data.
Definition: b2_fixture.h:37
b2_fixture.h
b2Filter::groupIndex
int16 groupIndex
Definition: b2_fixture.h:56
b2_world_callbacks.h
b2Filter::categoryBits
uint16 categoryBits
The collision category bits. Normally you would just set one bit.
Definition: b2_fixture.h:47
b2Fixture::GetFilterData
const b2Filter & GetFilterData() const
Get the contact filtering data.
Definition: b2_fixture.h:273


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autogenerated on Wed May 28 2025 02:13:07