Jolt Physics
A multi core friendly Game Physics Engine
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Ignores a single body and chains the filter to another filter. More...
#include <BodyFilter.h>
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 |
Ignores a single body and chains the filter to another filter.
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inlineexplicit |
Constructor.
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inlineoverridevirtual |
Filter function. Returns true if we should collide with inBodyID.
Reimplemented from BodyFilter.
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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.