Jolt Physics
A multi core friendly Game Physics Engine
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Class function to filter out bodies, returns true if test should collide with body. More...
#include <BodyFilter.h>
Public Member Functions | |
virtual | ~BodyFilter ()=default |
Destructor. | |
virtual bool | ShouldCollide (const BodyID &inBodyID) const |
Filter function. Returns true if we should collide with inBodyID. | |
virtual bool | ShouldCollideLocked (const Body &inBody) const |
Filter function. Returns true if we should collide with inBody (this is called after the body is locked and makes it possible to filter based on body members) | |
Public Member Functions inherited from NonCopyable | |
NonCopyable ()=default | |
NonCopyable (const NonCopyable &)=delete | |
void | operator= (const NonCopyable &)=delete |
Class function to filter out bodies, returns true if test should collide with body.
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virtualdefault |
Destructor.
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inlinevirtual |
Filter function. Returns true if we should collide with inBodyID.
Reimplemented in IgnoreSingleBodyFilter, IgnoreMultipleBodiesFilter, and IgnoreSingleBodyFilterChained.
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inlinevirtual |
Filter function. Returns true if we should collide with inBody (this is called after the body is locked and makes it possible to filter based on body members)
Reimplemented in IgnoreSingleBodyFilterChained.