Box2D.Dynamics.Body.ShouldCollide C# (CSharp) Method

ShouldCollide() public method

This is used to prevent connected bodies from colliding. It may lie, depending on the collideConnected flag.
public ShouldCollide ( Body other ) : bool
other Body
return bool
        public bool ShouldCollide(Body other)
        {
            // At least one body should be dynamic.
            if (m_type != BodyType.Dynamic && other.m_type != BodyType.Dynamic)
            {
                return false;
            }

            // Does a joint prevent collision?
            for (JointEdge jn = JointList; jn != null; jn = jn.Next)
            {
                if (jn.Other == other)
                {
                    if (jn.Joint.CollideConnected == false)
                    {
                        return false;
                    }
                }
            }

            return true;
        }

Usage Example

コード例 #1
0
        /// <summary>
        /// Broad-phase callback.
        /// </summary>
        /// <param name="proxyUserDataA"></param>
        /// <param name="proxyUserDataB"></param>
        public void AddPair(object proxyUserDataA, object proxyUserDataB)
        {
            FixtureProxy proxyA = (FixtureProxy)proxyUserDataA;
            FixtureProxy proxyB = (FixtureProxy)proxyUserDataB;

            Fixture fixtureA = proxyA.Fixture;
            Fixture fixtureB = proxyB.Fixture;

            int indexA = proxyA.ChildIndex;
            int indexB = proxyB.ChildIndex;

            Body bodyA = fixtureA.Body;
            Body bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // TODO_ERIN use a hash table to remove a potential bottleneck when both
            // bodies have a lot of contacts.
            // Does a contact already exist?
            ContactEdge edge = bodyB.ContactList;

            while (edge != null)
            {
                if (edge.Other == bodyA)
                {
                    Fixture fA = edge.Contact.FixtureA;
                    Fixture fB = edge.Contact.FixtureB;
                    int     iA = edge.Contact.ChildIndexA;
                    int     iB = edge.Contact.ChildIndexB;

                    if (fA == fixtureA && iA == indexA && fB == fixtureB && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && iA == indexB && fB == fixtureA && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.Next;
            }

            // Does a joint override collision? is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            // Check user filtering.
            if (ContactFilter != null && ContactFilter.ShouldCollide(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Call the factory.
            Contact c = pool.PopContact(fixtureA, indexA, fixtureB, indexB);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            fixtureA = c.FixtureA;
            fixtureB = c.FixtureB;
            bodyA    = fixtureA.Body;
            bodyB    = fixtureB.Body;

            // Insert into the world.
            c.Prev = null;
            c.Next = ContactList;
            if (ContactList != null)
            {
                ContactList.Prev = c;
            }
            ContactList = c;

            // Connect to island graph.

            // Connect to body A
            c.NodeA.Contact = c;
            c.NodeA.Other   = bodyB;

            c.NodeA.Prev = null;
            c.NodeA.Next = bodyA.ContactList;
            if (bodyA.ContactList != null)
            {
                bodyA.ContactList.Prev = c.NodeA;
            }
            bodyA.ContactList = c.NodeA;

            // Connect to body B
            c.NodeB.Contact = c;
            c.NodeB.Other   = bodyA;

            c.NodeB.Prev = null;
            c.NodeB.Next = bodyB.ContactList;
            if (bodyB.ContactList != null)
            {
                bodyB.ContactList.Prev = c.NodeB;
            }
            bodyB.ContactList = c.NodeB;

            // wake up the bodies
            bodyA.Awake = true;
            bodyB.Awake = true;

            ++ContactCount;
        }
All Usage Examples Of Box2D.Dynamics.Body::ShouldCollide