I’m using the shape definition “b2EdgeChainDef” to recreate blobs contours in to a box2d world. All this works fine. The blobs can interact with other shapes in the box2d world [i.e. collision detection between blobs and circles].
Now I would like the blobs [b2EdgeChainDef] to be able to kick/throw away other shapes.
In fact, the same thing that happens when for example a moving b2CircleDef [with a mass] hit an other b2CircleDef [not moving].
Giving a mass/density to the b2EdgeChainDef does not seems to change anything.
Could this only be done with b2EdgeChainDef or should I recreate blobs contours using a chain of boxes ?
here is how I set the b2EdgeChainDef:
b2EdgeChainDef edgeDef; edgeDef.vertexCount = arraySize; edgeDef.vertices = verts; edgeDef.isALoop = true; edgeDef.density = 3.0f; edgeDef.restitution = 1.0f; body->CreateShape(&edgeDef); body->SetMassFromShapes();