Yes. Algorithmically speaking, use conceptually nested worlds.
Here is some kind of pseudo code for this. You will need to fill in the details, for example, adjust the dynamic bodies and what densities should be. But hopefully the code shows a way to do this:
extern void render(b2World& world, b2Vec2 position); b2World world(b2Vec2(0, 0)); b2World subWorld(b2Vec2(0, 0)); b2BodyDef bodyDef; // Create body outside of "parent". bodyDef.position = b2Vec2(-15, 14); b2Body* otherBody = world.CreateBody(&bodyDef); // Setup "parent" body. b2Body* parentBody = world.CreateBody(&bodyDef); b2Vec2 vertices[] = { b2Vec2(10, 10), b2Vec2(-10, 10), b2Vec2(-10, -10), b2Vec2(10, -10) }; b2PolygonShape parentShape; parentShape.Set(vertices, 4); b2FixtureDef parentFixtureDef; parentFixtureDef.shape = &parentShape; parentBody->CreateFixture(&parentFixtureDef); // Setup container for bodies "within" parent body... b2BodyDef childBodyDef; // set childWorldBody to being static body (all others dynamic) b2Body* childWorldBody = subWorld.CreateBody(&childBodyDef); b2ChainShape containerShape; containerShape.CreateLoop(vertices, 4); b2FixtureDef childContainerFixture; childContainerFixture.shape = &containerShape; childWorldBody->CreateFixture(&childContainerFixture); // First example of creating child body "within" the parent body... childBodyDef.position = b2Vec2(0, 0); // Inside child world and with childContainerShape. b2Body* bodyInChild = subWorld.CreateBody(&childBodyDef); // Call subWorld.CreateBody for all the bodies in the child world. // Always create those child bodies within the bounds of vertices. for (;;) { world.Step(0.1, 8, 3); subWorld.Step(0.1, 8, 3); render(world, b2Vec2(0, 0)); render(subWorld, parentBody->GetPosition()); }
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