SCNPhysicsBody collisionBitMask does not work correctly if body is added to SCNNode after node is already attached to the scene
| Originator: | nicklockwood81 | ||
| Number: | rdar://19096514 | Date Originated: | 30/11/2014 |
| Status: | Open | Resolved: | |
| Product: | iOS SDK | Product Version: | 8.1 |
| Classification: | Bug | Reproducible: | Always |
Summary: Adding an SCNPhysicsBody to an SCNNode when the node is already attached to the rootNode of a scene seems to work as expected. However, setting the collisionBitMask and/or categoryBitMask either has no effect, or behaves unexpectedly. Setting the collisionBitMask works fine if the SCNPhysicsBody was added to the node before the node was added to the scene. Steps to Reproduce: See attached project - reproduction steps are included in the comments in ViewController.swift 1. Create a pair SCNNodes with SCNBox geometry and stack them vertically in a scene 2. Add them to the scene.rootNode 3. Add a static physics body to the lower one and a dynamic physics body to the upper one 4. set the collisionBitMask of both physics bodies to 0 5. Run the app Expected Results: The dynamic box should fall through the static box because their collisionBitMasks indicate that they should not collide with anything, including each other Actual Results: The boxes collide with each other Version: iOS SDK 8.1, Xcode 6.1 Notes: Configuration: iPhone 6 and iOS simulator
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