2012-04-19 14:35:52 +08:00
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/*
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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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#include <Box2D/Dynamics/b2WorldCallbacks.h>
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#include <Box2D/Dynamics/b2Fixture.h>
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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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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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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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