I could swear that I have done this before… shouldn’t multi-body physics elements each be able to utilize their respective collision filters?
gfxElem.collisionFilter = {categoryBits = 16, maskBits = 2062} --30 if want peep coll
gfxElem.tapeFilter = {categoryBits = 64, maskBits = 2056}
local peepFeetShape = NWCommon:CreatePhysicsBody("feet", inProps.width, inProps.height)
physics.addBody(gfxElem, inProps.physicstype,
{isSensor=inProps.issensor, density=inProps.density, friction=inProps.friction, bounce=inProps.bounce, filter=gfxElem.collisionFilter},
{isSensor=true, density=inProps.density, friction=inProps.friction, bounce=inProps.bounce, shape=peepFeetShape, filter=gfxElem.tapeFilter}
)
If someone could glance this over and give me a kick I would appreciate it.
[import]uid: 21331 topic_id: 26835 reply_id: 326835[/import]