diff --git a/src/Box2D.NET/B2Shapes.cs b/src/Box2D.NET/B2Shapes.cs index 28903d3..ff0eccc 100644 --- a/src/Box2D.NET/B2Shapes.cs +++ b/src/Box2D.NET/B2Shapes.cs @@ -41,7 +41,7 @@ internal static float b2GetShapeRadius(B2Shape shape) } [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static bool b2ShouldShapesCollide(B2Filter filterA, B2Filter filterB) + internal static bool b2ShouldShapesCollide(in B2Filter filterA, in B2Filter filterB) { if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0) { @@ -52,7 +52,7 @@ internal static bool b2ShouldShapesCollide(B2Filter filterA, B2Filter filterB) } [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static bool b2ShouldQueryCollide(B2Filter shapeFilter, in B2QueryFilter queryFilter) + internal static bool b2ShouldQueryCollide(in B2Filter shapeFilter, in B2QueryFilter queryFilter) { return (shapeFilter.categoryBits & queryFilter.maskBits) != 0 && (shapeFilter.maskBits & queryFilter.categoryBits) != 0; } @@ -1306,7 +1306,7 @@ internal static void b2ResetProxy(B2World world, B2Shape shape, bool wakeBodies, /// contacts to be immediately destroyed. However contacts are not created until the next world step. /// Sensor overlap state is also not updated until the next world step. /// @see b2ShapeDef::filter - public static void b2Shape_SetFilter(in B2ShapeId shapeId, B2Filter filter) + public static void b2Shape_SetFilter(in B2ShapeId shapeId, in B2Filter filter) { B2World world = b2GetWorldLocked(shapeId.world0); if (world == null)