Comments (4)
From badlogicgames on June 17, 2010 12:33:30
Ouch, mea culpa. Fixing. Fixed version will be released this weekend along with other fixes.
Status: Accepted
Owner: badlogicgames
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From badlogicgames on June 17, 2010 12:37:42
Hm, upon further inspection i'm not sure whether this is the correct fix. I implemented the Java side collision filter based on the original Box2D filter. Here's the corresponding method in the original:
// Return true if contact calculations should be performed between these two shapes.
// If you implement your own collision filter you may want to build from this implementation.
bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
{
const b2Filter& filterA = fixtureA->GetFilterData();
const b2Filter& filterB = fixtureB->GetFilterData();
if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0)
{
return filterA.groupIndex > 0;
}
bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
return collide;
}
which is exactly what i have in Java. I haven't played around with maskBits and categoryBits yet. Are you sure you are using them correctly?
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From [email protected] on June 17, 2010 13:44:15
I know nothing about Box2D, so wouldn't know what the maskBits and categoryBits refer to - I just made an edit that allowed me to keep coding for the time being ^_^
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From badlogicgames on June 17, 2010 15:08:25
Well, i can't reproduce the problem. I make this a Won't Fix as i'd rather stick with the original code of Box2D than just guestimating a quick hack :) If you have a test case for me to reproduce i'll reopen it.
Status: WontFix
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