Jolt Physics
A multi core friendly Game Physics Engine
|
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. More... | |
virtual bool | ShouldCollide (const BodyID &inBodyID) const |
Filter function. Returns true if we should collide with inBodyID. More... | |
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) More... | |
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.
|
virtualdefault |
Destructor.
|
inlinevirtual |
Filter function. Returns true if we should collide with inBodyID.
Reimplemented in IgnoreSingleBodyFilter, and IgnoreMultipleBodiesFilter.
|
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)