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/*

* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com


*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package Box2D.Dynamics{

import Box2D.Common.Math.*;
import Box2D.Common.b2internal;
use namespace b2internal;
/**
* This holds contact filtering data.
*/
public class b2FilterData
{
public function Copy() : b2FilterData {
var copy: b2FilterData = new b2FilterData();
copy.categoryBits = categoryBits;
copy.maskBits = maskBits;
copy.groupIndex = groupIndex;
return copy;
}
/**
* The collision category bits. Normally you would just set one bit.
*/
public var categoryBits: uint = 0x0001;
/**
* The collision mask bits. This states the categories that this
* shape would accept for collision.
*/
public var maskBits: uint = 0xFFFF;
/**
* Collision groups allow a certain group of objects to never collide (ne
gative)
* or always collide (positive). Zero means no collision group. Non-zero
group
* filtering always wins against the mask bits.
*/
public var groupIndex: int = 0;
}

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