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body - live physics body handle awake - True or False |
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Wakes or sleeps the body's connected island using native sleep rules. Sleeping can affect other touching/jointed bodies and discards their current solver motion. Disabling sleep prevents ordinary automatic sleep. A disabled body remains disabled; use PhysicsBodyActive to re-enable it. This command does not change sleep policy or thresholds. Stale/wrong-kind handles and invalid numeric inputs cause runtime errors. Object ownership is unchanged by these controls. See also: ResetPhysicsBody, PhysicsBodyActive, PhysicsBodyMode, StepPhysics. |
; PhysicsBodyAwake Example
; ------------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2
camera=CreateCamera()
PositionEntity camera,0,3,-7
RotateEntity camera,20,0,0
light=CreateLight()
RotateEntity light,45,-30,0
AmbientLight 60,60,60
; An independent Box3D world with standard gravity
world=CreatePhysicsWorld()
; Blue static floor
ground=CreateCube()
ScaleEntity ground,6,0.5,6
PositionEntity ground,0,-0.5,0
EntityColor ground,80,160,255
ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC)
ground_shape=PhysicsBodyBox(ground_body,12,1,12)
; A green static ramp
ramp=CreateCube()
ScaleEntity ramp,3,0.2,1.5
RotateEntity ramp,0,0,-20
PositionEntity ramp,0,1,0
EntityColor ramp,120,200,140
ramp_body=CreatePhysicsBody(world,ramp,PHYSICS_STATIC)
ramp_shape=PhysicsBodyBox(ramp_body,6,0.4,3)
; A crate dropped onto the top of the ramp
crate=CreateCube()
ScaleEntity crate,0.4,0.4,0.4
crate_body=CreatePhysicsBody(world,crate,PHYSICS_DYNAMIC)
crate_shape=PhysicsBodyBox(crate_body,0.8,0.8,0.8)
ResetPhysicsBody crate_body,-2,4,0,0,0,0.3
While Not KeyDown(1)
; R drops the crate again
If KeyHit(19) Then ResetPhysicsBody crate_body,-2,4,0,0,0,0.3
; Space puts the crate to sleep, even in mid-air, or wakes it
If KeyHit(57) Then PhysicsBodyAwake crate_body,Not PhysicsBodyIsAwake(crate_body)
StepPhysics world,1.0/60.0,4
; Orange while awake, grey once asleep
If PhysicsBodyIsAwake(crate_body)
EntityColor crate,255,120,70
Else
EntityColor crate,150,150,150
EndIf
; Arrow keys move the camera
If KeyDown(200) Then MoveEntity camera,0,0,0.1
If KeyDown(208) Then MoveEntity camera,0,0,-0.1
If KeyDown(203) Then TurnEntity camera,0,1,0
If KeyDown(205) Then TurnEntity camera,0,-1,0
RenderWorld
Text 0,0,"Arrow keys: move camera R: drop again Space: sleep / wake Esc: exit"
Text 0,20,"PhysicsBodyAwake crate_body,"+PhysicsBodyIsAwake(crate_body)
Text 0,40,"A sleeping body stays put until something wakes it"
Flip
Wend
FreePhysicsWorld world
End