internal bool shouldCollide( Body other )
{
// At least one body should be dynamic.
if( _bodyType != BodyType.Dynamic && other._bodyType != 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;
}