What is the purpose of the collision module in Box2D?

What is the purpose of the collision module in Box2D?

However, the main purpose of Box2D is to provide a rigid body physics engine, so the using the collision module by itself may feel limited for some applications. Likewise, I will not make a strong effort to document it or polish the APIs. Shapes describe collision geometry and may be used independently of physics simulation.

What happens when Box2D collides two shapes?

But normally when Box2D collides two shapes, it views them in isolation. Fortunately, the edge shape provides a mechanism for eliminating ghost collisions by storing the adjacent ghost vertices. Box2D uses these ghost vertices to prevent internal collisions.

How to check if Box2D collision callbacks are correct?

Now try the corner contact test again, and the problem should be fixed. Adding a whole bunch of balls and bashing them around can be a good way to check if you’ve got this right. Notice that when things are in a pile bouncing around, the contact state can flicker on and off at a very quick rate.

Why do I get Ghost collisions in Box2D?

These ghost collisions are caused when the polygon collides with an internal vertex generating an internal collision normal. If edge1 did not exist this collision would seem fine. With edge1 present, the internal collision seems like a bug. But normally when Box2D collides two shapes, it views them in isolation.

Which is the most complex part of Box2D?

The Dynamics module is the most complex part of Box2D and is the part you likely interact with the most. The Dynamics module sits on top of the Common and Collision modules, so you should be somewhat familiar with those by now. The Dynamics module contains: fixture class rigid body class contact class joint classes world class listener classes

What kind of issues does Box2D deal with?

A big issue that Box2D deals with and stresses is collision detection. Collision detection is especially emphasized in video games. Very generally, it is the issue of two game objects, (buildings, characters, etc.), colliding with one another.

Why are edge shapes not used in Box2D?

A major limitation of edge shapes is that they can collide with circles and polygons but not with themselves. The collision algorithms used by Box2D require that at least one of two colliding shapes have volume. Edge shapes have no volume, so edge-edge collision is not possible.