Activation States

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There are five states a rigid body could be in:

ACTIVE_TAG
Means active so that the object having the state could be moved in a step simulation. This is the "normal" state for an object to be in. Use btCollisionObject::activate() to activate an object, not btCollisionObject::setActivationState(ACTIVATE_TAG), or it may get disabled again right away, as the deactivation timer has not been reset.
DISABLE_DEACTIVATION
Makes a body active forever, used for something like a player-controlled object.
DISABLE_SIMULATION
Does the opposite, making a body deactivated forever.
ISLAND_SLEEPING
Means the body, and it's island, are asleep, since Bullet sleeps objects per-island. You probably don't want or need to set this one manually.
WANTS_DEACTIVATION
Means that it's an active object trying to fall asleep, and Bullet is keeping an eye on its velocity for the next few frames to see if it's a good candidate. You probably don't want or need to set this one manually.

Methods

forceActivationState(int)
Change the state. Use one of the constants listed above.

See also

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