66 lines
1.8 KiB
C#
66 lines
1.8 KiB
C#
using System;
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using FarseerPhysics.Dynamics;
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namespace FarseerPhysics.Common.PhysicsLogic
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{
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[Flags]
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public enum PhysicsLogicType
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{
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Explosion = (1 << 0)
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}
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public struct PhysicsLogicFilter
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{
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public PhysicsLogicType ControllerIgnores;
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/// <summary>
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/// Ignores the controller. The controller has no effect on this body.
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/// </summary>
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/// <param name="type">The logic type.</param>
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public void IgnorePhysicsLogic(PhysicsLogicType type)
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{
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ControllerIgnores |= type;
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}
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/// <summary>
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/// Restore the controller. The controller affects this body.
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/// </summary>
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/// <param name="type">The logic type.</param>
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public void RestorePhysicsLogic(PhysicsLogicType type)
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{
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ControllerIgnores &= ~type;
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}
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/// <summary>
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/// Determines whether this body ignores the the specified controller.
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/// </summary>
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/// <param name="type">The logic type.</param>
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/// <returns>
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/// <c>true</c> if the body has the specified flag; otherwise, <c>false</c>.
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/// </returns>
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public bool IsPhysicsLogicIgnored(PhysicsLogicType type)
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{
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return (ControllerIgnores & type) == type;
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}
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}
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public abstract class PhysicsLogic : FilterData
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{
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private PhysicsLogicType _type;
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public World World;
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public override bool IsActiveOn(Body body)
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{
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if (body.PhysicsLogicFilter.IsPhysicsLogicIgnored(_type))
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return false;
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return base.IsActiveOn(body);
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}
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public PhysicsLogic(World world, PhysicsLogicType type)
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{
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_type = type;
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World = world;
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}
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}
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} |