Click or drag to resize
DigitalRuneCollisionResponseFilter Class
Defines whether collision response between rigid bodies is enabled or disabled.
Inheritance Hierarchy
SystemObject
  DigitalRune.PhysicsCollisionResponseFilter

Namespace: DigitalRune.Physics
Assembly: DigitalRune.Physics (in DigitalRune.Physics.dll) Version: 1.10.0.0 (1.10.0.14427)
Syntax
public class CollisionResponseFilter : IPairFilter<RigidBody>

The CollisionResponseFilter type exposes the following members.

Constructors
  NameDescription
Public methodCollisionResponseFilter
Initializes a new instance of the CollisionResponseFilter class
Top
Methods
  NameDescription
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Public methodFilter
Returns if collision response is enabled for the given pair.
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Protected methodOnChanged
Raises the Changed event.
Public methodReset
Resets this filter. Collision response will be enabled for all pairs of rigid bodies.
Public methodSet
Enables or disables collision response between the given rigid bodies.
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Top
Events
  NameDescription
Public eventChanged
Occurs when the filter rules have changed.
Top
Remarks

Collision response means that two bodies will not penetrate each other and bounce off of each other. This filter does not define whether collision detection is enabled or not. To disable collision detection between rigid bodies use the CollisionFilter of the collision detection. (The CollisionDetection is a property of the CollisionDomain which is a property of the Simulation.) If the CollisionResponseFilter returns for a pair of rigid bodies, the simulation will not create ContactConstraints and the bodies will be able to move through each other.

Per default, collision response is enabled for all rigid bodies. Collision response can be disabled for pairs of RigidBodys.

See Also