Difference between revisions of "B2.Fixture:setFilterData"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
 
<languages />
 
<languages />
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
+
'''Available since:''' Gideros 2011.6<br/>
'''<translate>Class</translate>:''' [[Special:MyLanguage/b2.Fixture|b2.Fixture]]<br/>
+
'''Class:''' [[Special:MyLanguage/b2.Fixture|b2.Fixture]]<br/>
=== <translate>Description</translate> ===
+
 
<translate><br />
+
=== Description ===
Sets the contact filtering data. This will not update contacts until the next time step<br />
+
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<br />
+
<ul>
as a ordinary table. The fields of the filter data table are:<br />
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<li>''categoryBits'': (number) The collision category bits. Normally you would just set one bit.</li>
<ul><br />
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<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><br />
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<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><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>
 
 
<source lang="lua">
 
<source lang="lua">
b2.Fixture:setFilterData(filterData)
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b2.Fixture:setFilterData(filterData)
 
</source>
 
</source>
=== <translate>Parameters</translate> ===
+
 
'''filterData''': (table) <translate></translate> <br/>
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=== Parameters ===
=== <translate>Examples</translate> ===
+
'''filterData''': (table) <br/>
 +
 
 +
=== Examples ===
 
'''Example of fixtures collision filtering'''<br/>
 
'''Example of fixtures collision filtering'''<br/>
<source lang="lua">local BALL_MASK = 1
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<source lang="lua">
 +
local BALL_MASK = 1
 
local CRATE_MASK = 2
 
local CRATE_MASK = 2
 
local WALL_MASK = 4
 
local WALL_MASK = 4
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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 13:47, 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})




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