Difference between revisions of "B2.Body:setActive"
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− | ''' | + | <languages /> |
− | === | + | '''Available since:''' Gideros 2011.6<br/> |
− | + | '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> | |
− | Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. | + | |
− | If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, | + | === Description === |
− | all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are | + | Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. |
− | otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. | + | |
− | Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. | + | If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. |
− | Joints connected to an inactive body are implicitly inactive. An inactive body is still owned by a [[b2.World]] object and | + | |
− | remains in the body list. | + | Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. |
− | < | + | |
− | + | Joints connected to an inactive body are implicitly inactive. An inactive body is still owned by a [[b2.World]] object and remains in the body list. | |
− | + | <syntaxhighlight lang="lua"> | |
− | </ | + | b2.Body:setActive(flag) |
− | === | + | </syntaxhighlight> |
− | '''flag''': (boolean) | + | |
+ | === Parameters === | ||
+ | '''flag''': (boolean) active flag <br/> | ||
+ | |||
+ | {{B2.Body}} |
Latest revision as of 17:23, 12 July 2023
Available since: Gideros 2011.6
Class: b2.Body
Description
Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up.
If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies.
Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries.
Joints connected to an inactive body are implicitly inactive. An inactive body is still owned by a b2.World object and remains in the body list.
b2.Body:setActive(flag)
Parameters
flag: (boolean) active flag
- B2.Body
- B2.Body:applyAngularImpulse
- B2.Body:applyForce
- B2.Body:applyLinearImpulse
- B2.Body:applyTorque
- B2.Body:createFixture
- B2.Body:destroyFixture
- B2.Body:getAngle
- B2.Body:getAngularDamping
- B2.Body:getAngularVelocity
- B2.Body:getGravityScale
- B2.Body:getInertia
- B2.Body:getLinearDamping
- B2.Body:getLinearVelocity
- B2.Body:getLocalCenter
- B2.Body:getLocalPoint
- B2.Body:getLocalVector
- B2.Body:getMass
- B2.Body:getPosition
- B2.Body:getWorldCenter
- B2.Body:getWorldPoint
- B2.Body:getWorldVector
- B2.Body:isActive
- B2.Body:isAwake
- B2.Body:isBullet
- B2.Body:isFixedRotation
- B2.Body:isSleepingAllowed
- B2.Body:setActive
- B2.Body:setAngle
- B2.Body:setAngularDamping
- B2.Body:setAngularVelocity
- B2.Body:setAwake
- B2.Body:setBullet
- B2.Body:setFixedRotation
- B2.Body:setGravityScale
- B2.Body:setLinearDamping
- B2.Body:setLinearVelocity
- B2.Body:setPosition
- B2.Body:setSleepingAllowed