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 }