Difference between revisions of "B2.Fixture:setFilterData"
From GiderosMobile
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
<languages /> | <languages /> | ||
− | ''' | + | '''Available since:''' Gideros 2011.6<br/> |
− | ''' | + | '''Class:''' [[Special:MyLanguage/b2.Fixture|b2.Fixture]]<br/> |
− | === | + | |
− | + | === Description === | |
− | Sets the contact filtering data. This will not update contacts until the next time step | + | 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 an ordinary table. The fields of the filter data table are: |
− | when either parent body is active and awake. The filter data definition is given | + | <ul> |
− | as | + | <li>''categoryBits'': (number) The collision category bits. Normally you would just set one bit.</li> |
− | <ul | + | <li>''maskBits'': (number) The collision mask bits. This states the categories that this shape would accept for collision.</li> |
− | <li>''categoryBits'': (number) The collision category bits. Normally you would just set one bit.</li | + | <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> |
− | <li>''maskBits'': (number) The collision mask bits. This states the categories that this shape would accept for collision.</li | ||
− | <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 | ||
</ul> | </ul> | ||
− | |||
<source lang="lua"> | <source lang="lua"> | ||
− | + | b2.Fixture:setFilterData(filterData) | |
</source> | </source> | ||
− | === | + | |
− | '''filterData''': (table) | + | === Parameters === |
− | === | + | '''filterData''': (table) <br/> |
+ | |||
+ | === Examples === | ||
'''Example of fixtures collision filtering'''<br/> | '''Example of fixtures collision filtering'''<br/> | ||
− | <source lang="lua">local BALL_MASK = 1 | + | <source lang="lua"> |
+ | local BALL_MASK = 1 | ||
local CRATE_MASK = 2 | local CRATE_MASK = 2 | ||
local WALL_MASK = 4 | local WALL_MASK = 4 | ||
Line 52: | Line 52: | ||
friction = 1, restitution = 0.3} | friction = 1, restitution = 0.3} | ||
-- walls will collide with both balls and crates | -- walls will collide with both balls and crates | ||
− | fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0})</source> | + | fixture:setFilterData({categoryBits = WALL_MASK, maskBits = CRATE_MASK + BALL_MASK, groupIndex = 0}) |
+ | </source> | ||
+ | |||
+ | {{B2.Fixture}} |
Revision as of 12:47, 17 February 2020
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 an 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})