Box2d removing body before it moves another body upon collision
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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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
add a comment |
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
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
box2d
asked Dec 28 '18 at 18:13
Mathias StrohkirchMathias Strohkirch
808
808
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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.
Works perfectly. Thank you
– Mathias Strohkirch
Dec 28 '18 at 19:05
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
Works perfectly. Thank you
– Mathias Strohkirch
Dec 28 '18 at 19:05
add a comment |
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.
Works perfectly. Thank you
– Mathias Strohkirch
Dec 28 '18 at 19:05
add a comment |
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.
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.
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
add a comment |
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
add a comment |
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