Comments (4)
It's currently possible to set the groupId
value on a body. It's a number that indicates if two bodies should be considered 'as-one' and therefore do not collide.
E.g. bodyA.groupId = 1
and bodyB.groupId = 1
means that those bodies will not collide with each other. You can get new groupIds like so bodyA.groupId = Body.nextGroupId();
.
This may help you achieve what you need, although it could be too limited depending on requirements.
I actually have plans to implement a far more granular way to define categories for collision, but no implementation yet.
If you need something now, you could try patching Matter.Detector.collisions
see these lines for where you can test and reject collisions based on your own needs.
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Oh okay, I'll have to modify the engine. Thank you ^_^
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Can a body belong to multiple groups?
from matter-js.
Not at the moment, but you should be able to replace the function:
Matter.Detector.canCollide = (filterA, filterB) => { ... }
with your own function that does anything you need.
Collision filters are definitely something I'd like to improve though, check out #341.
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Related Issues (20)
- Constraints seems to make bodies stick
- add n-gon to the project gallery
- weird texture behavior - multiple textures rendered for one body HOT 2
- Chain connecting 2 players causes 1 player to accelerate slower than the other even with same force
- Render.setSize is not present in the build
- Trying to change seed, to take control of deterministic behavior
- How to suppress body tremors? HOT 2
- Why does the attractor only work on one of the two BODYs? HOT 1
- Using compound bodies with Bodies.fromVertices does not work it just shows a filled in shape. HOT 1
- Why don't bodies sometimes collide? HOT 1
- Constraints with distance limits (e.g. for ropes)
- Why might there be such an error? HOT 1
- Simple Polygon Physics Issues HOT 1
- How to add project to the Wiki gallery ?
- How to scale the world? HOT 2
- [Phaser 3] Position of matter sprite's image not correct in container HOT 1
- loss of sprite quality on mobile HOT 1
- `Composite.translate` didn't move the bodies included
- Create Matter.Bodies.fromVertices with rounded vertices
- MouseConstraint preventing clicks on buttons on mobile. HOT 2
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