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

Class function to filter out bodies, returns true if test should collide with body. More...

#include <BodyFilter.h>

Inheritance diagram for BodyFilter:
NonCopyable IgnoreMultipleBodiesFilter IgnoreSingleBodyFilter IgnoreSingleBodyFilterChained

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
 

Detailed Description

Class function to filter out bodies, returns true if test should collide with body.

Constructor & Destructor Documentation

◆ ~BodyFilter()

virtual BodyFilter::~BodyFilter ( )
virtualdefault

Destructor.

Member Function Documentation

◆ ShouldCollide()

virtual bool BodyFilter::ShouldCollide ( const BodyID inBodyID) const
inlinevirtual

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

Reimplemented in IgnoreSingleBodyFilter, IgnoreMultipleBodiesFilter, and IgnoreSingleBodyFilterChained.

◆ ShouldCollideLocked()

virtual bool BodyFilter::ShouldCollideLocked ( const Body inBody) const
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)

Reimplemented in IgnoreSingleBodyFilterChained.


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