Set Box2D collision filter/groupIndex after physics body added

Add a SetCollisionFilter function to physics API so filter bits can be changed after body is created. Something like:

[code]
//------------------------------------------
//sets the maskbits for collision
//------------------------------------------
public static function SetBits(body:b2Body , bits:uint):void
{
var newFilter: b2FilterData = new b2FilterData();
var oldFilter: b2FilterData = new b2FilterData();

//get shape and old filter data
var shape:b2Shape = body.GetShapeList();
oldFilter = shape.GetFilterData();

//set new filter data
newFilter.maskBits = bits;
shape.SetFilterData(newFilter);

//update box2D filtering
Game.world.Refilter(shape);
}
[/code] [import]uid: 21120 topic_id: 11207 reply_id: 311207[/import]

+1 [import]uid: 70114 topic_id: 11207 reply_id: 61299[/import]

A bump for this. Other relevant threads I found of others looking for a solution
Feature Request :

http://developer.anscamobile.com/forum/2010/11/08/changing-collision-filters-after-physics-object-created

http://developer.anscamobile.com/forum/2012/01/03/change-filter-criteria-collision

http://developer.anscamobile.com/forum/2011/06/14/set-box2d-collision-filtergroupindex-after-physics-body-added

http://developer.anscamobile.com/forum/2011/02/06/set-collision-filter-after-body-added
[import]uid: 118687 topic_id: 11207 reply_id: 91669[/import]