Difference between revisions of "B2.Body:setActive"
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__NOTOC__ | __NOTOC__ | ||
− | '''Available since:''' Gideros 2011.6<br/> | + | '''<translate>Available since</translate>:''' Gideros 2011.6<br/> |
− | === Description === | + | === <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 /> | ||
Line 14: | Line 14: | ||
b2.Body:setActive(flag) | b2.Body:setActive(flag) | ||
</source> | </source> | ||
− | === Parameters === | + | === <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