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