From a0f7ab0f77fa81b77d03de751e4a5f4e07c49d25 Mon Sep 17 00:00:00 2001 From: Samu Laaksonen Date: Thu, 18 Oct 2012 23:58:18 +0300 Subject: Box2d precommit Added - box2d source codes to be added in project when there is no longer cba - some base ideas to display classes Improved - level loading : layer with property "solid" is now loaded tile by tile, this allows adding static rigid bodies to these items for collision detection --- Box2D/Dynamics/b2WorldCallbacks.cpp | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 Box2D/Dynamics/b2WorldCallbacks.cpp (limited to 'Box2D/Dynamics/b2WorldCallbacks.cpp') diff --git a/Box2D/Dynamics/b2WorldCallbacks.cpp b/Box2D/Dynamics/b2WorldCallbacks.cpp new file mode 100644 index 0000000..0f4b9c5 --- /dev/null +++ b/Box2D/Dynamics/b2WorldCallbacks.cpp @@ -0,0 +1,36 @@ +/* +* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org +* +* This software is provided 'as-is', without any express or implied +* warranty. In no event will the authors be held liable for any damages +* arising from the use of this software. +* Permission is granted to anyone to use this software for any purpose, +* including commercial applications, and to alter it and redistribute it +* freely, subject to the following restrictions: +* 1. The origin of this software must not be misrepresented; you must not +* claim that you wrote the original software. If you use this software +* in a product, an acknowledgment in the product documentation would be +* appreciated but is not required. +* 2. Altered source versions must be plainly marked as such, and must not be +* misrepresented as being the original software. +* 3. This notice may not be removed or altered from any source distribution. +*/ + +#include +#include + +// Return true if contact calculations should be performed between these two shapes. +// If you implement your own collision filter you may want to build from this implementation. +bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB) +{ + const b2Filter& filterA = fixtureA->GetFilterData(); + const b2Filter& filterB = fixtureB->GetFilterData(); + + if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0) + { + return filterA.groupIndex > 0; + } + + bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0; + return collide; +} -- cgit v1.2.3