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b2ContactFilter Class Reference

#include <b2WorldCallbacks.h>

Public Member Functions

virtual bool ShouldCollide (b2Fixture *fixtureA, b2Fixture *fixtureB)
 
virtual bool ShouldCollide (b2Fixture *fixture, b2ParticleSystem *particleSystem, int32 particleIndex)
 
virtual bool ShouldCollide (b2ParticleSystem *particleSystem, int32 particleIndexA, int32 particleIndexB)
 

Detailed Description

Implement this class to provide collision filtering. In other words, you can implement this class if you want finer control over contact creation.

Member Function Documentation

bool b2ContactFilter::ShouldCollide ( b2Fixture fixtureA,
b2Fixture fixtureB 
)
virtual

Return true if contact calculations should be performed between these two shapes.

Warning
for performance reasons this is only called when the AABBs begin to overlap.
virtual bool b2ContactFilter::ShouldCollide ( b2Fixture fixture,
b2ParticleSystem particleSystem,
int32  particleIndex 
)
inlinevirtual

Return true if contact calculations should be performed between a fixture and particle. This is only called if the b2_fixtureContactListenerParticle flag is set on the particle.

virtual bool b2ContactFilter::ShouldCollide ( b2ParticleSystem particleSystem,
int32  particleIndexA,
int32  particleIndexB 
)
inlinevirtual

Return true if contact calculations should be performed between two particles. This is only called if the b2_particleContactListenerParticle flag is set on the particle.


The documentation for this class was generated from the following files: