| 
							- /*
 - * 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 "b2WorldCallbacks.h"
 - #include "b2Fixture.h"
 - 
 - // 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;
 - }
 
 
  |