- There is isFrozen, isStatic and isDynamic but no way to set them.
- Could you add a way to get all bodies in the world as an array? I know you have a way to get the number of bodies but a way to get all bodies as a table would be awesomesauce.
- Prismatic Joints, Gear Joints, Pully Joints?
- Like you said in a previous post, some sort of "traces" would be great. Basically checking if a line hits a body, then it returns the body (and World).
love.physics suggestions! :D
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
love.physics suggestions! :D
Re: love.physics suggestions! :D
Just the body?Kudomiku wrote:Like you said in a previous post, some sort of "traces" would be great. Basically checking if a line hits a body, then it returns the body (and World).
It should return (a table of):
- Body hit
- Shape on said body
- Position at which the line hits
- Direction perpendicular to the surface hit
Re: love.physics suggestions! :D
Great initiative, Kudomiku.
- setFrozen etc. does not exist.
- With some hacking it would be possible to get all the bodies as a table, but I can't see why this is needed. Bodies should be stored in the Lua game code.
- Prismatic joint already exists, the others will be added eventually.
- Traces could be useful, though the function would return a table of shapes, not bodies.
Re: love.physics suggestions! :D
Thanks Rude, if it's not too much to ask could you add a way to make two entities not collide in the next release?
body:setNoCollide(otherBody);
Thanks.
body:setNoCollide(otherBody);
Thanks.
Re: love.physics suggestions! :D
Returning false on a collision callback should have the entities not collide, too.
Re: love.physics suggestions! :D
Note: bodies do not collide, shapes do.
Have you looked at shape:setCategory and shape:setMask?Kudomiku wrote:Thanks Rude, if it's not too much to ask could you add a way to make two entities not collide in the next release?
body:setNoCollide(otherBody);
Thanks.
Checked Box2D docs, it's possible, but needs separate callback.Kaze wrote:Returning false on a collision callback should have the entities not collide, too.
Re: love.physics suggestions! :D
A nice effective way to remove bodies would be nicey nicey. My current method is to move the object outside the world and remove it from the render que.
Who is online
Users browsing this forum: Ahrefs [Bot] and 5 guests