It seems no sense. PhysicsWorld is constructed by Chipmunk2D essentially, we should keep the same mechanism as Chipmunk2D, not box2D.




------------------ 原始邮件 ------------------
发件人: "boyu0"; 
发送时间: 2014年4月6日(星期天) 上午9:05
收件人: "cocos2d/cocos2d-x"; 
抄送: "ChildhoodAndy"; 
主题: Re: [cocos2d-x] fix group collide bug (#6148)




In cocos/physics/CCPhysicsWorld.cpp:
 > @@ -275,7 +275,7 @@ int PhysicsWorld::collisionBeginCallback(PhysicsContact& contact) >       >      if (shapeA->getGroup() != 0 && shapeA->getGroup() == shapeB->getGroup()) >      { > -        ret = shapeA->getGroup() > 0; > +        ret = false;  
Yes, But this value is designed the same as box2d, that's why we didn't use cpSetGroup to set this value.
 
—
Reply to this email directly or view it on GitHub.