1 | /* |
2 | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org |
3 | * |
4 | * This software is provided 'as-is', without any express or implied |
5 | * warranty. In no event will the authors be held liable for any damages |
6 | * arising from the use of this software. |
7 | * Permission is granted to anyone to use this software for any purpose, |
8 | * including commercial applications, and to alter it and redistribute it |
9 | * freely, subject to the following restrictions: |
10 | * 1. The origin of this software must not be misrepresented; you must not |
11 | * claim that you wrote the original software. If you use this software |
12 | * in a product, an acknowledgment in the product documentation would be |
13 | * appreciated but is not required. |
14 | * 2. Altered source versions must be plainly marked as such, and must not be |
15 | * misrepresented as being the original software. |
16 | * 3. This notice may not be removed or altered from any source distribution. |
17 | */ |
18 | |
19 | #include <Box2D/Dynamics/b2WorldCallbacks.h> |
20 | #include <Box2D/Dynamics/b2Fixture.h> |
21 | |
22 | // Return true if contact calculations should be performed between these two shapes. |
23 | // If you implement your own collision filter you may want to build from this implementation. |
24 | bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB) |
25 | { |
26 | const b2Filter& filterA = fixtureA->GetFilterData(); |
27 | const b2Filter& filterB = fixtureB->GetFilterData(); |
28 | |
29 | if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0) |
30 | { |
31 | return filterA.groupIndex > 0; |
32 | } |
33 | |
34 | bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0; |
35 | return collide; |
36 | } |
37 | |