Jolt Physics
A multi core friendly Game Physics Engine
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#include <ObjectLayerPairFilterTable.h>
Public Member Functions | |
JPH_OVERRIDE_NEW_DELETE | ObjectLayerPairFilterTable (uint inNumObjectLayers) |
Constructs the table with inNumObjectLayers Layers, initially all layer pairs are disabled. | |
uint | GetNumObjectLayers () const |
Get the number of object layers. | |
void | DisableCollision (ObjectLayer inLayer1, ObjectLayer inLayer2) |
Disable collision between two object layers. | |
void | EnableCollision (ObjectLayer inLayer1, ObjectLayer inLayer2) |
Enable collision between two object layers. | |
virtual bool | ShouldCollide (ObjectLayer inObject1, ObjectLayer inObject2) const override |
Returns true if two layers can collide. | |
Public Member Functions inherited from ObjectLayerPairFilter | |
virtual | ~ObjectLayerPairFilter ()=default |
Destructor. | |
Public Member Functions inherited from NonCopyable | |
NonCopyable ()=default | |
NonCopyable (const NonCopyable &)=delete | |
void | operator= (const NonCopyable &)=delete |
Filter class to test if two objects can collide based on their object layer. Used while finding collision pairs. This implementation uses a table to determine if two layers can collide.
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inlineexplicit |
Constructs the table with inNumObjectLayers Layers, initially all layer pairs are disabled.
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inline |
Disable collision between two object layers.
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inline |
Enable collision between two object layers.
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inline |
Get the number of object layers.
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inlineoverridevirtual |
Returns true if two layers can collide.
Reimplemented from ObjectLayerPairFilter.