1 decade ago by eruciform
Something to this effect:
Would allow things like this much easier in a Box2DEntity:
Which would (for example, in the case I was trying to solve) allow you to have all bullets ignore each other in the physics box2d demo.
createBody: function() { var bodyDef = new b2.BodyDef(); bodyDef.position.Set( (this.pos.x + this.size.x / 2) * b2.SCALE, (this.pos.y + this.size.y / 2) * b2.SCALE ); this.defineBody(bodyDef); // OVERRIDE IF DESIRED this.body = ig.world.CreateBody(bodyDef); var shapeDef = new b2.PolygonDef(); shapeDef.SetAsBox( this.size.x / 2 * b2.SCALE, this.size.y / 2 * b2.SCALE ); shapeDef.density = 1; this.defineShape(shapeDef); // OVERRIDE IF DESIRED this.body.CreateShape(shapeDef); this.body.SetMassFromShapes(); }, defineBody: function(bodyDef){}, defineShape: function(shapeDef){},
Would allow things like this much easier in a Box2DEntity:
defineShape: function(shapeDef) { shapeDef.filter.groupIndex = -1; },
Which would (for example, in the case I was trying to solve) allow you to have all bullets ignore each other in the physics box2d demo.