Box2d removing body before it moves another body upon collision












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Two dynamic bodies collide, and I want to remove one (a bullet) when it collides with the other. I do not want the bullet to push the other body at all. It should be removed before the physics interaction. Where should I place the remove code?










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    0















    Two dynamic bodies collide, and I want to remove one (a bullet) when it collides with the other. I do not want the bullet to push the other body at all. It should be removed before the physics interaction. Where should I place the remove code?










    share|improve this question

























      0












      0








      0








      Two dynamic bodies collide, and I want to remove one (a bullet) when it collides with the other. I do not want the bullet to push the other body at all. It should be removed before the physics interaction. Where should I place the remove code?










      share|improve this question














      Two dynamic bodies collide, and I want to remove one (a bullet) when it collides with the other. I do not want the bullet to push the other body at all. It should be removed before the physics interaction. Where should I place the remove code?







      box2d






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      asked Dec 28 '18 at 18:13









      Mathias StrohkirchMathias Strohkirch

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          You can make it a sensor:




          A fixture can be made into a 'sensor' by setting the isSensor member of the fixture definition to true when you create it, or by calling SetSensor(bool) on the fixture after it has been created if you need to change it during the simulation. Sensors behave as if their maskBits is set to zero - they never collide with anything. But they do generate BeginContact/EndContact callbacks to let us know when they start or stop overlapping another fixture.




          You will then get all the collision detection, but none of the physics recoil.






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          • Works perfectly. Thank you

            – Mathias Strohkirch
            Dec 28 '18 at 19:05











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          1 Answer
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          active

          oldest

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          active

          oldest

          votes









          1














          You can make it a sensor:




          A fixture can be made into a 'sensor' by setting the isSensor member of the fixture definition to true when you create it, or by calling SetSensor(bool) on the fixture after it has been created if you need to change it during the simulation. Sensors behave as if their maskBits is set to zero - they never collide with anything. But they do generate BeginContact/EndContact callbacks to let us know when they start or stop overlapping another fixture.




          You will then get all the collision detection, but none of the physics recoil.






          share|improve this answer
























          • Works perfectly. Thank you

            – Mathias Strohkirch
            Dec 28 '18 at 19:05
















          1














          You can make it a sensor:




          A fixture can be made into a 'sensor' by setting the isSensor member of the fixture definition to true when you create it, or by calling SetSensor(bool) on the fixture after it has been created if you need to change it during the simulation. Sensors behave as if their maskBits is set to zero - they never collide with anything. But they do generate BeginContact/EndContact callbacks to let us know when they start or stop overlapping another fixture.




          You will then get all the collision detection, but none of the physics recoil.






          share|improve this answer
























          • Works perfectly. Thank you

            – Mathias Strohkirch
            Dec 28 '18 at 19:05














          1












          1








          1







          You can make it a sensor:




          A fixture can be made into a 'sensor' by setting the isSensor member of the fixture definition to true when you create it, or by calling SetSensor(bool) on the fixture after it has been created if you need to change it during the simulation. Sensors behave as if their maskBits is set to zero - they never collide with anything. But they do generate BeginContact/EndContact callbacks to let us know when they start or stop overlapping another fixture.




          You will then get all the collision detection, but none of the physics recoil.






          share|improve this answer













          You can make it a sensor:




          A fixture can be made into a 'sensor' by setting the isSensor member of the fixture definition to true when you create it, or by calling SetSensor(bool) on the fixture after it has been created if you need to change it during the simulation. Sensors behave as if their maskBits is set to zero - they never collide with anything. But they do generate BeginContact/EndContact callbacks to let us know when they start or stop overlapping another fixture.




          You will then get all the collision detection, but none of the physics recoil.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Dec 28 '18 at 18:22









          that other guythat other guy

          72.2k885123




          72.2k885123













          • Works perfectly. Thank you

            – Mathias Strohkirch
            Dec 28 '18 at 19:05



















          • Works perfectly. Thank you

            – Mathias Strohkirch
            Dec 28 '18 at 19:05

















          Works perfectly. Thank you

          – Mathias Strohkirch
          Dec 28 '18 at 19:05





          Works perfectly. Thank you

          – Mathias Strohkirch
          Dec 28 '18 at 19:05


















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