/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * 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. */ package Box2D.Dynamics{ import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Dynamics.Contacts.*; import Box2D.Dynamics.*; import Box2D.Common.Math.*; import Box2D.Common.*; /// Implement this class to provide collision filtering. In other words, you can implement /// this class if you want finer control over contact creation. public class b2ContactFilter { /// Return true if contact calculations should be performed between these two shapes. /// @warning for performance reasons this is only called when the AABBs begin to overlap. public virtual function ShouldCollide(shape1:b2Shape, shape2:b2Shape) : Boolean{ var filter1:b2FilterData = shape1.GetFilterData(); var filter2:b2FilterData = shape2.GetFilterData(); if (filter1.groupIndex == filter2.groupIndex && filter1.groupIndex != 0) { return filter1.groupIndex > 0; } var collide:Boolean = (filter1.maskBits & filter2.categoryBits) != 0 && (filter1.categoryBits & filter2.maskBits) != 0; return collide; } static public var b2_defaultFilter:b2ContactFilter = new b2ContactFilter(); }; }