Difference between revisions of "B2.Fixture:setFilterData"
From GiderosMobile
Line 12: | Line 12: | ||
<li>''maskBits'': (number) The collision mask bits. This states the categories that this shape would accept for collision.</li><br /> | <li>''maskBits'': (number) The collision mask bits. This states the categories that this shape would accept for collision.</li><br /> | ||
<li>''groupIndex'': (number) Collision groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no collision group. Non-zero group filtering always wins against the mask bits.</li><br /> | <li>''groupIndex'': (number) Collision groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no collision group. Non-zero group filtering always wins against the mask bits.</li><br /> | ||
− | </ul | + | </ul> |
<br /></translate> | <br /></translate> | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 19:29, 5 October 2018
Available since: Gideros 2011.6
Class: b2.Fixture
Description
Sets the contact filtering data. This will not update contacts until the next time step
when either parent body is active and awake. The filter data definition is given
as a ordinary table. The fields of the filter data table are:
- categoryBits: (number) The collision category bits. Normally you would just set one bit.
- maskBits: (number) The collision mask bits. This states the categories that this shape would accept for collision.
- groupIndex: (number) Collision groups allow a certain group of objects to never collide (negative) or always collide (positive). Zero means no collision group. Non-zero group filtering always wins against the mask bits.
b2.Fixture:setFilterData(filterData)
Parameters
filterData: (table)
Examples
Example of fixtures collision filtering
local BALL_MASK = 1
local CRATE_MASK = 2
local WALL_MASK = 4
-- ball
local body = world:createBody{type = b2.DYNAMIC_BODY}
local circle = b2.CircleShape.new(0, 0, radius)
local fixture = body:createFixture{shape = circle, density = 1.0,
friction = 0.1, restitution = 0.2}
-- ball will collide with other ball and wall
fixture:setFilterData({categoryBits = BALL_MASK, maskBits = BALL_MASK + WALL_MASK, groupIndex = 0})
local body = world:createBody{type = b2.DYNAMIC_BODY}
local poly = b2.PolygonShape.new()
poly:setAsBox(width, height)
local fixture = body:createFixture{shape = poly, density = 1.0,
friction = 0.1, restitution = 0.2}
-- crate will collide with other crate and wall
fixture:setFilterData({categoryBits = CRATE_MASK, maskBits = CRATE_MASK + WALL_MASK, groupIndex = 0})
local body = world:createBody{type = b2.STATIC_BODY}
local chain = b2.ChainShape.new()
chain:createLoop(
0,0,
application:getContentWidth(), 0,
application:getContentWidth(), application:getContentHeight(),
0, application:getContentHeight()
)
local fixture = body:createFixture{shape = chain, density = 1.0,
friction = 1, restitution = 0.3}
-- walls will collide with both balls and crates
fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})