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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.