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我有三個b2Body-s。頭,下巴和一個靜態類型b2Body。我添加一個b2Joint從靜態b2Body到頭部和另一個b2Joint爲頭部和下巴。頭部忽略靜態身體,因爲collideConnected對於關節是假的,但是下巴不會忽略它。如何做到這一點?請提出建議。如何讓b2Body忽略另一個b2Body?
我有三個b2Body-s。頭,下巴和一個靜態類型b2Body。我添加一個b2Joint從靜態b2Body到頭部和另一個b2Joint爲頭部和下巴。頭部忽略靜態身體,因爲collideConnected對於關節是假的,但是下巴不會忽略它。如何做到這一點?請提出建議。如何讓b2Body忽略另一個b2Body?
enum CATEGORY_BITS
{
BODY1_CATEGORY_BITS = 0x00000001,
BODY2_CATEGORY_BITS = 0x00000002,
BODY3_CATEGORY_BITS = 0x00000004,
};
當你創建機構和...
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偉;) – 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