Jolt Physics
A multi core friendly Game Physics Engine
Loading...
Searching...
No Matches
IgnoreMultipleBodiesFilter Class Reference

A simple body filter implementation that ignores multiple, specified bodies. More...

#include <BodyFilter.h>

Inheritance diagram for IgnoreMultipleBodiesFilter:
BodyFilter NonCopyable

Public Member Functions

void Clear ()
 Remove all bodies from the filter.
 
void Reserve (uint inSize)
 Reserve space for inSize body ID's.
 
void IgnoreBody (const BodyID &inBodyID)
 Add a body to be ignored.
 
virtual bool ShouldCollide (const BodyID &inBodyID) const override
 Filter function. Returns true if we should collide with inBodyID.
 
- Public Member Functions inherited from BodyFilter
virtual ~BodyFilter ()=default
 Destructor.
 
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
 

Detailed Description

A simple body filter implementation that ignores multiple, specified bodies.

Member Function Documentation

◆ Clear()

void IgnoreMultipleBodiesFilter::Clear ( )
inline

Remove all bodies from the filter.

◆ IgnoreBody()

void IgnoreMultipleBodiesFilter::IgnoreBody ( const BodyID inBodyID)
inline

Add a body to be ignored.

◆ Reserve()

void IgnoreMultipleBodiesFilter::Reserve ( uint  inSize)
inline

Reserve space for inSize body ID's.

◆ ShouldCollide()

virtual bool IgnoreMultipleBodiesFilter::ShouldCollide ( const BodyID inBodyID) const
inlineoverridevirtual

Filter function. Returns true if we should collide with inBodyID.

Reimplemented from BodyFilter.


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