public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b) { //It's impossible for two statics to collide, and pairs are sorted such that bodies always come before statics. if (b.Mobility != CollidableMobility.Static) { return(SubgroupCollisionFilter.AllowCollision(CollisionFilters[a.BodyHandle], CollisionFilters[b.BodyHandle])); } return(a.Mobility == CollidableMobility.Dynamic || b.Mobility == CollidableMobility.Dynamic); }
public bool AllowContactGeneration(int workerIndex, CollidableReference a, CollidableReference b) { //It's impossible for two statics to collide, and pairs are sorted such that bodies always come before statics. if (b.Mobility != CollidableMobility.Static) { return(SubgroupCollisionFilter.AllowCollision(Properties[a.Handle].Filter, Properties[b.Handle].Filter)); } return(true); }