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Jolt Physics
A multi core friendly Game Physics Engine
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A simple body filter implementation that ignores multiple, specified bodies. More...
#include <BodyFilter.h>
Public Member Functions | |
| void | Clear () |
| Remove all bodies from the filter. More... | |
| void | Reserve (uint inSize) |
| Reserve space for inSize body ID's. More... | |
| void | IgnoreBody (const BodyID &inBodyID) |
| Add a body to be ignored. More... | |
| virtual bool | ShouldCollide (const BodyID &inBodyID) const override |
| Filter function. Returns true if we should collide with inBodyID. More... | |
Public Member Functions inherited from BodyFilter | |
| 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 |
A simple body filter implementation that ignores multiple, specified bodies.
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inline |
Remove all bodies from the filter.
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inline |
Add a body to be ignored.
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inline |
Reserve space for inSize body ID's.
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inlineoverridevirtual |
Filter function. Returns true if we should collide with inBodyID.
Reimplemented from BodyFilter.