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我有三个b2Body-s。头,下巴和一个静态类型b2Body。我添加一个b2Joint从静态b2Body到头部和另一个b2Joint为头部和下巴。头部忽略静态身体,因为collideConnected对于关节是假的,但是下巴不会忽略它。如何做到这一点?请提出建议。如何让b2Body忽略另一个b2Body?
我有三个b2Body-s。头,下巴和一个静态类型b2Body。我添加一个b2Joint从静态b2Body到头部和另一个b2Joint为头部和下巴。头部忽略静态身体,因为collideConnected对于关节是假的,但是下巴不会忽略它。如何做到这一点?请提出建议。如何让b2Body忽略另一个b2Body?
enum CATEGORY_BITS
{
BODY1_CATEGORY_BITS = 0x00000001,
BODY2_CATEGORY_BITS = 0x00000002,
BODY3_CATEGORY_BITS = 0x00000004,
};
当你创建机构和...
b2FixtureDef fixtureForBODY1;
fixtureForBODY1.shape = &shapeForBODY1;
fixtureForBODY1.filter.categoryBits = BODY1_CATEGORY_BITS;
fixtureForBODY1.filter.maskBits = BODY1_CATEGORY_BITS | BODY3_CATEGORY_BITS;
b2FixtureDef fixtureForBODY2;
fixtureForBODY2.shape = &shapeForBODY2;
fixtureForBODY2.filter.categoryBits = BODY2_CATEGORY_BITS;
fixtureForBODY2.filter.maskBits = BODY2_CATEGORY_BITS | BODY4_CATEGORY_BITS;
b2FixtureDef fixtureForBODY3;
fixtureForBODY3.shape = &shapeForBODY3;
fixtureForBODY3.filter.categoryBits = BODY3_CATEGORY_BITS;
fixtureForBODY3.filter.maskBits = BODY3_CATEGORY_BITS | BODY1_CATEGORY_BITS;
b2FixtureDef fixtureForBODY4;
fixtureForBODY4.shape = &shapeForBODY4;
fixtureForBODY4.filter.categoryBits = BODY4_CATEGORY_BITS;
fixtureForBODY4.filter.maskBits = BODY4_CATEGORY_BITS | BODY2_CATEGORY_BITS;
// BODY1 -> not collide connected (BODY2 and BODY4)
// BODY1 -> collide connected (BODY1 and BODY3)
Multumesc伟;) – 2013-04-06 14:16:58
努伊pentru CE! wei !!! – Liolik 2013-04-09 18:03:09
Eu nam spalit deodata ca asta tu ai scris:D:D:D:D – Liolik 2013-04-09 18:04:47