(If you want to cut to the chase go to the bold section).
I am having an unwanted collision in my simulation. My simulation has the following groups:
TeethTop (this is a group of objects)
TeethBottom (this is a group of objects)
Ball (the main object that is moved in the game)
Line (one line that is drawn occasionally only to detect if user swiped to a tooth)
Boundries (boundaries of screen)
Here are the rules I need
- I need SKcontacts generated when
- ball hits any teeth (top or bottom)
- TeethTop hits any teeth
- Line hits any teeth
- As far as physical contacts and reactions (who can hit who and have physics simulated)
- The line can not impede movement or hit the ball
- The ball must land on the teeth but never move the teeth
- No tooth must ever physically move due to physics
- No tooth must ever react to a contact with another tooth
- The ball needs to never pass through the boundaries
- Ill throw in gravity
- The ball is the only thing that reacts to gravity
- Things that are dynamic (not in code)
- The ball is dynamic because it reacts to gravity and hitting other teeth
- Everything else stays put no matter what (however I had to tell the teeth that they were dynamic so I could have SKPhysicsContacts when the top hits the bottom)
Basically what happens is their are two rows of teeth, top and bottom. And they do their thing and become a stage. The walls are the same way. The ball moves around inside the mouth are like a platformer hitting and bounding off teeth.
On swipes a SKPhysicsNode line is created following the swipe and detecting which tooth the user swiped towards (**** MAYBE their is a better way then making a SKPhyiscsNode for the swipe line... I still need to detect if the user swiped in the direction of a tooth). And everything is dandy for awhile, then the mouth closes and stops when a tooth from the top hits a tooth from the bottom.
I had things all fine and dandy with things set as thus
BottomTeethGroup = 10
TopTeethGroup = 31
playergroup = 2
wallgroup = 1
lineleart = 99
- Top Teeth
- affectedbygravity = false
- collisionbitmask = 0
- categorybitmask = BottomTeethGroup
- contacttTest = TopTeethGroup
- dynamic = false
- Bottom Teeth
- affectedbygravity = false
- collisionbitmask = 0
- categorybitmask = TopTeethGroup
- contacttTest = BottomTeethGroup
- dynamic = false
- Ball
- affectedbygravity = false
- the collision bit mask is never set so it collides with everything
- categorybitmask = playergroup
- contacttTest = playergroup
- Dynamic = true
- Boundaries
- categorybitmask = wallgroup
- dynamic = false
- Line
- collisionbitmask = 0
- categorybitmask = lineleart
- I have tried setting physics properties to crazy values but I just cant get the ball to pass through
The problem arises when I add the line. Everything with detection works fine until you add the line. Unfortunately the ball collides with the line creating a physical reaction which just isn't good! The ball should not physically collide with the line!
The way I see it their are some options:
- Make is to the ball passes through the line, or ignores collisions between the two
- Find a different way to detect which tooth the player swiped at (the current method is flawed anyway because the line will detect multiple teeth, just because it has a slope and doesn't stop once it hits the first). I have the coordinates of the start and end and the direction if someone has a better way.
- Probably if we could make it so the top teeth and bottom teeth only have physical contact with ones from the other side then things would get easier.
- Make it look like the ball is passing through the line
Edit: Perhaps my definitions of things are flawed so here is how I think contacts work:
- collisionbitmask: will only collide with other objects that have the number you specify after it. If 0 then it collides with no objects, if not set then it collides with all
- categorybitmask: defines what category is, if an object has a category test bit mask with this value then a SKPhysics contact will be created, however their might not necessarily be a physics reaction
- contactTest: If it hits and the other object has the same categorybitmask as the one set here a SKphysics contact will be made
- dynamic objects have physical reactions when they hit other dynamic objects, or non dynamic objects. SKPhysicsContacts are written up for all collisions
- non dynamic objects will not move in any collision, and will only write up SKPhysicscontacts if the other object is static. Two non dynamic objects are not expected to collide.
List of solutions I have tried:
- Lines collisionbitmask not set (same problem)
- Cavities collisionbitmask set to 0 (falls through random teeth however it doesn't collide with the line but still generates a SKPhysicsContact)
- All teeths' collision bit mask set to 4 (A BIIG MESS)
- Top teeth collision bit mask set to 2 and bottom to 4 (less of a mess and when cavity hits a tooth it drifts like its in 0 g (it is in 0 g))
Edit:
I have been trying a bunch of things and none of them work. I got fed up and created a new project with four balls. Basically you set each ball to a specific group type and run the simulation. I have it so their are variables at the top for all the categories. If the simulation is set up right (I believe it is) the program WI simulate what would happen if all the values at the top are correct.
You can also find the code below
//
// GameScene.swift
// CollisionTesting
//
// Created on 8/13/15.
// Copyright (c) 2015 BroccoliPresentations. All rights reserved.
//
import SpriteKit
enum type
{
case _toptooth
case _bottomtooth
case _ball
case _line
case _boundary
case _none
}
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
//The physics categories for each of them
var topteethcategory:UInt32 = (0x01 << 1)
var bottomteethcategory:UInt32 = (0x01 << 2)
var ballcategory:UInt32 = (0x01 << 3)
var boundriesgroup:UInt32 = (0x01 << 4)
var linegroup:UInt32 = (0x01 << 5)
//When collision reports should be written up
var topteethcolisionreport:UInt32 = bottomteethcategory
var bottomteethcollisionreport:UInt32 = topteethcategory
var ballcollisionreport:UInt32 = bottomteethcategory | topteethcategory
var boundriescollisionreport:UInt32 = 0
var linecollisionreport:UInt32 = topteethcategory | bottomteethcategory
//When they should bounce off of eachother
var topteethphysics:UInt32 = bottomteethcategory
var bottomteethphysics:UInt32 = topteethcategory
var ballphysics:UInt32 = bottomteethcategory | topteethcategory | boundriesgroup
var boundriesphysics:UInt32 = boundriesgroup
var linecollisionphysics:UInt32 = linegroup
//Here you can set what tope of object each color is
var blue:type = type._toptooth
var red:type = type._bottomtooth
var yellow:type = type._ball
var green:type = type._none
var xy = CGRectGetMidX(self.frame) * 1.5
var ball1 = SKSpriteNode(texture: SKTexture(imageNamed: "Blue"))
ball1.position = CGPoint(x: xy, y:CGRectGetMidY(self.frame));
ball1.size = CGSizeMake(100, 100)
ball1.physicsBody?.affectedByGravity = false
ball1.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball1.physicsBody?.velocity = CGVector(dx: -100, dy: 0)
var ball2 = SKSpriteNode(texture: SKTexture(imageNamed: "Red"))
ball2.position = CGPoint(x:xy / 2, y:CGRectGetMidY(self.frame));
ball2.size = CGSizeMake(100, 100)
ball2.physicsBody?.affectedByGravity = false
ball2.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball2.physicsBody?.velocity = CGVector(dx: 100, dy: 0)
var ball3 = SKSpriteNode(texture: SKTexture(imageNamed: "Yellow"))
ball3.position = CGPoint(x:((xy / 4) + xy) / 2, y:CGRectGetMidY(self.frame) / 2);
ball3.size = CGSizeMake(100, 100)
ball3.physicsBody?.affectedByGravity = false
ball3.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball3.physicsBody?.velocity = CGVector(dx: 0, dy: 100)
var ball4 = SKSpriteNode(texture: SKTexture(imageNamed: "Green"))
ball4.position = CGPoint(x:((xy / 4) + xy) / 2, y:CGRectGetMidY(self.frame) * 1.5);
ball4.size = CGSizeMake(100, 100)
ball4.physicsBody?.affectedByGravity = false
ball4.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball4.physicsBody?.velocity = CGVector(dx: 0, dy: -100)
self.addChild(ball1)
self.addChild(ball2)
self.addChild(ball3)
self.addChild(ball4)
switch (blue)
{
case type._toptooth:
ball1.physicsBody?.categoryBitMask = topteethcategory
ball1.physicsBody?.collisionBitMask = topteethphysics
ball1.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball1.physicsBody?.categoryBitMask = bottomteethcategory
ball1.physicsBody?.collisionBitMask = bottomteethphysics
ball1.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball1.physicsBody?.categoryBitMask = ballcategory
ball1.physicsBody?.collisionBitMask = ballphysics
ball1.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball1.physicsBody?.categoryBitMask = boundriesgroup
ball1.physicsBody?.collisionBitMask = boundriesphysics
ball1.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball1.physicsBody?.categoryBitMask = linegroup
ball1.physicsBody?.collisionBitMask = linecollisionphysics
ball1.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball1.position = CGPointMake(100000, 10000)
}
switch (red)
{
case type._toptooth:
ball2.physicsBody?.categoryBitMask = topteethcategory
ball2.physicsBody?.collisionBitMask = topteethphysics
ball2.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball2.physicsBody?.categoryBitMask = bottomteethcategory
ball2.physicsBody?.collisionBitMask = bottomteethphysics
ball2.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball2.physicsBody?.categoryBitMask = ballcategory
ball2.physicsBody?.collisionBitMask = ballphysics
ball2.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball2.physicsBody?.categoryBitMask = boundriesgroup
ball2.physicsBody?.collisionBitMask = boundriesphysics
ball2.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball2.physicsBody?.categoryBitMask = linegroup
ball2.physicsBody?.collisionBitMask = linecollisionphysics
ball2.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball2.position = CGPointMake(100000, 10000)
}
switch (blue)
{
case type._toptooth:
ball3.physicsBody?.categoryBitMask = topteethcategory
ball3.physicsBody?.collisionBitMask = topteethphysics
ball3.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball3.physicsBody?.categoryBitMask = bottomteethcategory
ball3.physicsBody?.collisionBitMask = bottomteethphysics
ball3.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball3.physicsBody?.categoryBitMask = ballcategory
ball3.physicsBody?.collisionBitMask = ballphysics
ball3.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball3.physicsBody?.categoryBitMask = boundriesgroup
ball3.physicsBody?.collisionBitMask = boundriesphysics
ball3.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball3.physicsBody?.categoryBitMask = linegroup
ball3.physicsBody?.collisionBitMask = linecollisionphysics
ball3.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball3.position = CGPointMake(100000, 10000)
}
switch (green)
{
case type._toptooth:
ball4.physicsBody?.categoryBitMask = topteethcategory
ball4.physicsBody?.collisionBitMask = topteethphysics
ball4.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball4.physicsBody?.categoryBitMask = bottomteethcategory
ball4.physicsBody?.collisionBitMask = bottomteethphysics
ball4.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball4.physicsBody?.categoryBitMask = ballcategory
ball4.physicsBody?.collisionBitMask = ballphysics
ball4.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball4.physicsBody?.categoryBitMask = boundriesgroup
ball4.physicsBody?.collisionBitMask = boundriesphysics
ball4.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball4.physicsBody?.categoryBitMask = linegroup
ball4.physicsBody?.collisionBitMask = linecollisionphysics
ball4.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball4.position = CGPointMake(100000, 10000)
}
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
//nothing set they collide to eachother
//contactTestbitmask has nothing to do with bumping against eachother
//Category is the most important it gives it a type
//The other two decide when reactions happen, either physical or in code
//Collision bitmask is a list of groups that it actually should collide with
//Contacttestbitmask is list of groups that can trigger the code
ball.physicsBody!.collisionBitMask ^= lineleart
– 0x141E