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  Phys2d collision mask  (Read 2879 times)
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Offline newera31

Senior Member


Medals: 9
Projects: 2



« Posted 2009-07-17 05:52:27 »

Hello,

I am running into some troubles with the Phys2d bitmask on Body's.  I would expect that having a collision group of 1 set on two Body's would allow them to collide with each other.  However I could not get this to work, so I dug around in the code and noticed this in CollisionSpace.java:
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       /**
    * @see net.phys2d.raw.CollisionContext#resolve(net.phys2d.raw.BodyList, float)
    */

   public void resolve(BodyList bodyList, float dt) {
      for (int i = 0; i < bodyList.size(); ++i)
      {
         Body bi = bodyList.get(i);
         if (bi.disabled()) {
            continue;
         }
         
         for (int j = i+1; j < bodyList.size(); ++j)
         {
            Body bj = bodyList.get(j);
            if (bj.disabled()) {
               continue;
            }
                                // should this be if ((bi.getBitmask() & bj.getBitmask()) == 0)?
           if ((bi.getBitmask() & bj.getBitmask()) != 0) {
               continue;
            }
...


Has any one else encountered this problem?  In order for collision groups to work they have to be non-matching bits? - that doesn't make sense...

Thanks,

Tony
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