Assembly: DigitalRune.Physics (in DigitalRune.Physics.dll) Version: 1.5.0.0 (1.5.0.9503)
Syntax
| C# |
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public class CollisionResponseFilter : IPairFilter<RigidBody> |
| Visual Basic |
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Public Class CollisionResponseFilter _ Implements IPairFilter(Of RigidBody) |
| Visual C++ |
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public ref class CollisionResponseFilter : IPairFilter<RigidBody^> |
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 falseFalsefalsefalse (False in Visual Basic) 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.