CollisionResponseFilter Class |
Namespace: DigitalRune.Physics
The CollisionResponseFilter type exposes the following members.
Name | Description | |
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CollisionResponseFilter | Initializes a new instance of the CollisionResponseFilter class |
Name | Description | |
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Equals | (Inherited from Object.) | |
Filter |
Returns if collision response is enabled for the given pair.
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Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
OnChanged |
Raises the Changed event.
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Reset |
Resets this filter. Collision response will be enabled for all pairs of rigid bodies.
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Set |
Enables or disables collision response between the given rigid bodies.
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ToString | Returns a string that represents the current object. (Inherited from Object.) |
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.