Setting & getting the category and mask bitmasks. You have it in the limitations in the Readme:
5)No binding some b2Fixture functions.
not support filter in fixture def.
...
void SetFilterData(const b2Filter& filter);
const b2Filter& GetFilterData() const;
Hmm, thatâs the one one b2World? Hmm, I donât actually know about that one, I donât think I would need that if there is a default filter function set.
What I mean is:
In the b2FixtureDef you should be able to set the filter - which should have âcategoryBitsâ, âmaskBitsâ, and âgroupIndexâ fields.
1)Split documentation to different pages. Thanks to @ross.grams
2)Update ui for example scene.
3)Enable high dpi for example project.
4)Add --verify-graphics-calls=false to engine arguments.Fixed performance on chrome.
Iâve released a new version 0.9.2
The main feature is b2Shape binding. In prev version use table to describe shape. Now you can create b2Shapes, or continue to use tables.
[CHANGELOG]
Add full binding for b2Shape.(Now you can create and manipulate box2d shapes)
body:GetTransform() return b2Transform table. Prev was position and angle.
Fixed debug render not draw transform(center of mass)
Add Box2dFixture functions.(Box2dFixture full binding done)
Continue working on extenstion
Iâve released a new version 0.9.3
[CHANGELOG]
1)Refactor(add base class for b2objects wrappers, fixed some memory leaks)
2)Replace lua_error with luaL_error(luaL_error show line number)
3)Add Box2dWorld:SetDestructionListener(listener)
4)replace b2assert with printf
/box2d/native/include/b2_island.h
Line 58: In file included from upload/box2d/native/src/dynamics/b2_island.cpp:32:
unexpected ';' before ')'
b2Assert(m_bodyCount < m_bodyCapacity);
^
Iâm not sure why that error pops up unfortunately.
I think your new defines look ok.
However, Iâd avoid using the log-version, since the assert is intended to stop the execution since the data isnât ok. Continuing to run past the assert is probably not best.
So I think using the Lua error version is better, since it exits out of the current function.
Iâd say, it might have worked ok for you. I donât think itâs a guarantuee that it will work correctly for others.
Box2D use if and check after assert:)
Well, thatâs ok, because the assumption is that there shouldnât have been an assert!
And if it were, it should have stopped, and the developer should fix their problem.
Just remember what I said about removing the asserts, which is essentially what you do now. To put it more to the point, if you go down this route, you can simply remove the b2Assertâs altogether, as they no longer fulfil their use.