Comments (1)
Removing collision handlers always had a lot of issues. There were a lot of questions like: "Should separate functions still be called after removing a handler?" The answer often depended on the use case. In some cases, people expected begin/separate events to always be matched, and in others they were removing the handler because they wanted to cancel the separate callback. It got even more complicated when adding the wildcard handlers, and I decided to axe the remove function,
So this is actually poorly documented, but cpSpaceAddCollisionHandler
returns the handler for that collision pair type, and only creates a new one if it doesn't already exist. So if you want to remove a collision handler, you can simply replace the callbacks with do-nothing functions or copy the default handler over the top of it. This means that it's up to you to decide the behavior you want and those unanswerable questions can answer themselves.
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Related Issues (20)
- Contact graph for kinematic body HOT 1
- cpShapeType cannot be queried anymore
- [Documentation] cpPolyShapeGetCount typo in docs
- Licensing confusion HOT 1
- cpSpaceSegmentQueryFirst returns wrong normal If a segment query starts within a shape
- Leaking memory on sleeping bodies
- Can new version tag be released including the sys/sysctl.h related fix? HOT 1
- Reproducable state & serialization of space
- Stackoverflow in SubtreeInsert when adding too many shapes to a space.
- simulating rolling friction with Chipmunk2D for a top-down game HOT 8
- Demo crashing in release mode [using GCC 13] HOT 5
- Segment query first, sometimes failing HOT 9
- The demo crashes whether it's built with gcc or visual studio HOT 3
- Perf improvements HOT 5
- Add constraint between two static bodies which are later changed to dynamic does not work HOT 5
- Freezes when static body collides HOT 5
- Assessment of the difficulty in porting CPU architecture for chipmunk2D HOT 2
- Crash in debug mode using MSVC 2022 HOT 1
- Collisions and sleep HOT 1
- Is there a reason why maxForce doesnt apply to DampedSpring and DampedRotarySpring?
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