src/body/RigidBody.cpp
void RigidBody::setIsActive(bool isActive) {

    // If the state does not change
    if (mWorld.mCollisionBodyComponents.getIsActive(mEntity) == isActive) return;

    setIsSleeping(!isActive);

    CollisionBody::setIsActive(isActive);
}
// Set whether or not the body is active
/**
 * @param isActive True if you want to activate the body
 */
Set whether or not the body is active
@param isActive True if you want to activate the body
Set whether or not the body is active @param isActive True if you want to activate the body
void RigidBody::setIsActive(bool isActive) {
    if (mWorld.mCollisionBodyComponents.getIsActive(mEntity) == isActive) return;
    setIsSleeping(!isActive);
    CollisionBody::setIsActive(isActive);
}
void RigidBody :: setIsActive ( bool isActive ) { if ( mWorld . mCollisionBodyComponents . getIsActive ( mEntity ) == isActive ) return ; setIsSleeping ( ! isActive ) ; CollisionBody :: setIsActive ( isActive ) ; }
Set whether or not the body is active
 @param isActive True if you want to activate the body
Set whether or not the body is active @param isActive True if you want to activate the body
// If the state does not change