enum CATEGORY_BITS
{
BODY1_CATEGORY_BITS = 0x00000001,
BODY2_CATEGORY_BITS = 0x00000002,
BODY3_CATEGORY_BITS = 0x00000004,
};
и при создании тел ...
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)
mulţumesc вэй;) –
Нуи Pentru се! wei !!! – Liolik
Eu nam spalit deodata ca asta tu ai scris: D: D: D: D – Liolik