Difference between revisions of "B2.Body:setActive"
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__NOTOC__ | __NOTOC__ | ||
| + | <languages /> | ||
'''Available since:''' Gideros 2011.6<br/> | '''Available since:''' Gideros 2011.6<br/> | ||
| + | '''Class:''' [[Special:MyLanguage/b2.Body|b2.Body]]<br/> | ||
| + | |||
=== Description === | === Description === | ||
| − | + | Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. | |
| − | 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, | + | 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. |
| − | 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. |
| − | 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 | + | 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. |
| − | remains in the body list. | + | <syntaxhighlight lang="lua"> |
| − | < | + | b2.Body:setActive(flag) |
| − | + | </syntaxhighlight> | |
| − | + | ||
| − | </ | + | === Parameters === |
| − | '''flag | + | '''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