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@awayfl/awayfl-player

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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

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/* * 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. */ import { b2FilterData } from '../Collision/Shapes/b2FilterData'; import { b2Shape } from '../Collision/Shapes/b2Shape'; /// Implement this class to provide collision filtering. In other words, you can implement /// this class if you want finer control over contact creation. export 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 ShouldCollide(shape1: b2Shape, shape2: b2Shape): boolean { const filter1: b2FilterData = shape1.GetFilterData(); const filter2: b2FilterData = shape2.GetFilterData(); if (filter1.groupIndex == filter2.groupIndex && filter1.groupIndex != 0) { return filter1.groupIndex > 0; } const collide: boolean = (filter1.maskBits & filter2.categoryBits) != 0 && (filter1.categoryBits & filter2.maskBits) != 0; return collide; } public static b2_defaultFilter: b2ContactFilter = new b2ContactFilter(); }