Difference between revisions of "B2.Body:setActive"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
'''Available since:''' Gideros 2011.6<br/>
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'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
=== Description ===
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=== <translate>Description</translate> ===
 
<translate><br />
 
<translate><br />
 
Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. <br />
 
Sets the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. <br />
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  b2.Body:setActive(flag)
 
  b2.Body:setActive(flag)
 
</source>
 
</source>
=== Parameters ===
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=== <translate>Parameters</translate> ===
 
'''flag''': (boolean) <translate>active flag</translate> <br/>
 
'''flag''': (boolean) <translate>active flag</translate> <br/>

Revision as of 07:27, 24 August 2018

Available since: Gideros 2011.6

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