Difference between revisions of "NewtonBodyGetFreezeState"

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(Description)
 
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== Description ==
 
== Description ==
When a body is created it is automatically placed in the active simulation list. As an optimization
+
When a body is created it is automatically placed in the active simulation list. As an optimization
for large scenes, you may use this function to put background bodies in an inactive equilibrium state.
+
for large scenes, you may use this function to put background bodies in an inactive equilibrium state.
This function tells Newton that this body does not currently need to be simulated.
+
This function tells Newton that this body does not currently need to be simulated.
However, if the body is part of a larger configuration it may be affected indirectly by the reaction forces
+
However, if the body is part of a larger configuration it may be affected indirectly by the reaction forces
of objects that it is connected to.
+
of objects that it is connected to.
  
 
== See also ==
 
== See also ==

Latest revision as of 05:37, 18 June 2019

NewtonBodyGetFreezeState

API int NewtonBodyGetFreezeState(const NewtonBody* body);

Usage

Get the Freeze state of the body.

Parameters

  • const NewtonBody *bodyPtr - is the pointer to the body.

Return

  • int - Tells you, if the body is in Freeze state.

Description

When a body is created it is automatically placed in the active simulation list. As an optimization for large scenes, you may use this function to put background bodies in an inactive equilibrium state. This function tells Newton that this body does not currently need to be simulated. However, if the body is part of a larger configuration it may be affected indirectly by the reaction forces of objects that it is connected to.

See also

NewtonBodyGetSleepState NewtonBodyGetAutoSleep NewtonBodySetAutoSleep NewtonBodySetFreezeState