# class neCollisionTable

Using the collision table, the application can specify the response whenever two bodies collide in the simulation. Each body in the simulation has a collision ID, which defaults to 0. A collision table contains a neResponseBitFlag for each pair of collision IDs. A neResponseBitFlag equal to RESPONSE_IGNORE means the collision will be ignored; no collision impulse or collision callback will be performed. The application can retrieve the neCollisionTable by calling neSimulator::GetCollisionTable function.

typedef enum
{
RESPONSE_IGNORE = 0,
RESPONSE_IMPULSE = 1,
RESPONSE_CALLBACK = 2,
RESPONSE_IMPULSE_CALLBACK = 3,
}neReponseBitFlag;

enum
{
NE_COLLISION_TABLE_MAX = 64,
};

void Set(s32 collisionID1, s32 collisionID2, neReponseBitFlag response = RESPONSE_IMPULSE);

neReponseBitFlag Get(s32 collisionID1, s32 collisionID2);

s32 GetMaxCollisionID();