I am trying to detect collision contactPoint
between existing line
and line which user currently drawing using finger
.
Here is my code :
let padding: CGFloat = 100
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
let startPoint1 = CGPoint(x: self.frame.minX + padding , y: self.frame.minY + padding)
let leftHorizontalPoint = CGPoint(x: self.frame.minX + padding, y: self.frame.maxY - padding)
let line1 = SKShapeNode()
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint1)
line_path.addLine(to: leftHorizontalPoint)
line1.path = line_path
line1.lineWidth = 3
line1.strokeColor = UIColor.white
addChild(line1)
line1.physicsBody = SKPhysicsBody(edgeLoopFrom: line1.frame)
line1.physicsBody?.isDynamic = true
line1.physicsBody?.categoryBitMask = PhysicsCategory.solidLine
line1.physicsBody?.collisionBitMask = PhysicsCategory.currentLine
line1.physicsBody?.contactTestBitMask = PhysicsCategory.currentLine
}
Then on touchBegin, touchMove & touchEnd I am having following code :
var currentLineNode: SKShapeNode!
var startPoint: CGPoint = CGPoint.zero
func touchDown(atPoint pos : CGPoint) {
startPoint = pos
}
func touchMoved(toPoint pos : CGPoint) {
if currentLineNode != nil {
currentLineNode.removeFromParent()
}
currentLineNode = SKShapeNode()
currentLineNode.zPosition = 1
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint)
line_path.addLine(to: pos)
currentLineNode.path = line_path
currentLineNode.lineWidth = 3
currentLineNode.strokeColor = UIColor.red
addChild(currentLineNode)
currentLineNode.physicsBody = SKPhysicsBody(edgeLoopFrom: currentLineNode.frame)
currentLineNode.physicsBody?.isDynamic = true
currentLineNode.physicsBody?.categoryBitMask = PhysicsCategory.currentLine
currentLineNode.physicsBody?.collisionBitMask = PhysicsCategory.solidLine
currentLineNode.physicsBody?.contactTestBitMask = PhysicsCategory.solidLine
}
func touchUp(atPoint pos : CGPoint) {
if currentLineNode != nil {
currentLineNode.removeFromParent()
}
currentLineNode = SKShapeNode()
let line_path:CGMutablePath = CGMutablePath()
line_path.move(to: startPoint)
line_path.addLine(to: pos)
currentLineNode.path = line_path
currentLineNode.lineWidth = 3
currentLineNode.strokeColor = UIColor.red
addChild(currentLineNode)
currentLineNode.physicsBody = SKPhysicsBody(edgeLoopFrom: currentLineNode.frame)
currentLineNode.physicsBody?.isDynamic = true
currentLineNode.physicsBody?.categoryBitMask = PhysicsCategory.currentLine
currentLineNode.physicsBody?.collisionBitMask = PhysicsCategory.solidLine
currentLineNode.physicsBody?.contactTestBitMask = PhysicsCategory.solidLine
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
physicsWorld's contactDelegate
as follow : (Delegate not even executed)
extension GameScene : SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
// This never get detected :(
print(contact.contactPoint)
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
}
}
Here is my output where even though passing from white colored line its not detecting collision.
What could be wrong? Any suggestion on this will be helpful.
you are creating your physics body with an edge loop. Apple defines edge loops as...
An edge has no volume or mass and is always treated as if the isDynamic property is equal to false. Edges may only collide with volume-based physics bodies.
changing your physics body to this works
currentLineNode.physicsBody = SKPhysicsBody(rectangleOf: currentLineNode.frame.size, center: CGPoint(x: startPoint.x + currentLineNode.frame.size.width / 2, y: startPoint.y + currentLineNode.frame.size.height / 2))
also should be noted that changing your physics body in touchesEnded is redundant and adds nothing. I removed it from touchesEnded and it works fine