Jolt Physics
A multi core friendly Game Physics Engine
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IgnoreSingleBodyFilterChained Class Reference

Ignores a single body and chains the filter to another filter. More...

#include <BodyFilter.h>

Inheritance diagram for IgnoreSingleBodyFilterChained:
BodyFilter NonCopyable

Public Member Functions

 IgnoreSingleBodyFilterChained (const BodyID inBodyID, const BodyFilter &inFilter)
 Constructor.
 
virtual bool ShouldCollide (const BodyID &inBodyID) const override
 Filter function. Returns true if we should collide with inBodyID.
 
virtual bool ShouldCollideLocked (const Body &inBody) const override
 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 BodyFilter
virtual ~BodyFilter ()=default
 Destructor.
 
- Public Member Functions inherited from NonCopyable
 NonCopyable ()=default
 
 NonCopyable (const NonCopyable &)=delete
 
void operator= (const NonCopyable &)=delete
 

Detailed Description

Ignores a single body and chains the filter to another filter.

Constructor & Destructor Documentation

◆ IgnoreSingleBodyFilterChained()

IgnoreSingleBodyFilterChained::IgnoreSingleBodyFilterChained ( const BodyID  inBodyID,
const BodyFilter inFilter 
)
inlineexplicit

Constructor.

Member Function Documentation

◆ ShouldCollide()

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

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

Reimplemented from BodyFilter.

◆ ShouldCollideLocked()

virtual bool IgnoreSingleBodyFilterChained::ShouldCollideLocked ( const Body inBody) const
inlineoverridevirtual

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 from BodyFilter.


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