public void IgnoreCollisionWith(Fixture fixture) { if (_collisionIgnores.ContainsKey(fixture.FixtureId)) _collisionIgnores[fixture.FixtureId] = true; else _collisionIgnores.Add(fixture.FixtureId, true); FilterChanged(); }
public void IgnoreCollisionWith(Body other) { for (int i = 0; i < FixtureList.Count; i++) { Fixture f = FixtureList[i]; for (int j = 0; j < other.FixtureList.Count; j++) { Fixture f2 = other.FixtureList[j]; f.IgnoreCollisionWith(f2); } } }