PrismaticJoint Class
Extends Joint
A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in rigidbody. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
Index
Properties
localAxisAVec2The local joint axis relative to rigidbody.referenceAngleNumberThe reference angle.enableLimitBooleanEnable joint distance limit?enableMotorBooleanEnable joint motor?lowerLimitNumberThe lower joint limit.upperLimitNumberThe upper joint limit.maxMotorForceNumberThe maxium force can be applied to rigidbody to rearch the target motor speed.motorSpeedNumberThe expected motor speed.anchorVec2The anchor of the rigidbody.connectedAnchorVec2The anchor of the connected rigidbody.connectedBodyRigidBodyThe rigidbody to which the other end of the joint is attached.collideConnectedBooleanShould the two rigid bodies connected with this joint collide with each other?__eventTargetsArrayRegister all related EventTargets, all event callbacks will be removed in _onPreDestroynodeNodeThe node this component is attached to. A component is always attached to a node.uuidStringThe uuid for editor._enabledBooleanenabledBooleanindicates whether this component is enabled or not.enabledInHierarchyBooleanindicates whether this component is enabled and its node is also active in the hierarchy._isOnLoadCalledNumberReturns a value which used to indicate the onLoad get called or not._nameString_objFlagsNumbernameStringThe name of the object.isValidBooleanIndicates whether the object is not yet destroyed.
Methods
applyApply current changes to joint, this will regenerate inner box2d joint.getWorldAnchorGet the anchor point on rigidbody in world coordinates.getWorldConnectedAnchorGet the anchor point on connected rigidbody in world coordinates.getReactionForceGets the reaction force of the joint.getReactionTorqueGets the reaction torque of the joint.updateUpdate is called every frame, if the Component is enabled.lateUpdateLateUpdate is called every frame, if the Component is enabled.__preload__preloadis called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.onLoadWhen attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.startCalled before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components'onloadmethods called.onEnableCalled when this component becomes enabled and its node is active.onDisableCalled when this component becomes disabled or its node becomes inactive.onDestroyCalled when this component will be destroyed.onFocusInEditoronLostFocusInEditorresetInEditorCalled to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.addComponentAdds a component class to the node. You can also add component to node by passing in the name of the script.getComponentReturns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.getComponentsReturns all components of supplied Type in the node.getComponentInChildrenReturns the component of supplied type in any of its children using depth first search.getComponentsInChildrenReturns the components of supplied type in self or any of its children using depth first search._getLocalBoundsIf the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.onRestoreonRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
scheduleSchedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.scheduleOnceSchedules a callback function that runs only once, with a delay of 0 or larger.unscheduleUnschedules a custom callback function.unscheduleAllCallbacksunschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.destroyDestroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it._destructClear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }
_onPreDestroyCalled before the object being destroyed._serializeThe customized serialization for this object. (Editor Only)_deserializeInit this object from the custom serialized data.
Details
Properties
localAxisA
The local joint axis relative to rigidbody.
| meta | description |
|---|---|
| Type | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:54 |
referenceAngle
The reference angle.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:67 |
enableLimit
Enable joint distance limit?
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:80 |
enableMotor
Enable joint motor?
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:93 |
lowerLimit
The lower joint limit.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:106 |
upperLimit
The upper joint limit.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:118 |
maxMotorForce
The maxium force can be applied to rigidbody to rearch the target motor speed.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:134 |
motorSpeed
The expected motor speed.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCPrismaticJoint.js:155 |
anchor
The anchor of the rigidbody.
| meta | description |
|---|---|
| Type | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:48 |
connectedAnchor
The anchor of the connected rigidbody.
| meta | description |
|---|---|
| Type | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:60 |
connectedBody
The rigidbody to which the other end of the joint is attached.
| meta | description |
|---|---|
| Type | RigidBody |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:73 |
collideConnected
Should the two rigid bodies connected with this joint collide with each other?
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:87 |
__eventTargets
Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
| meta | description |
|---|---|
| Type | Array |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:61 |
node
The node this component is attached to. A component is always attached to a node.
| meta | description |
|---|---|
| Type | Node |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:75 |
Examples
cc.log(comp.node);
uuid
The uuid for editor.
| meta | description |
|---|---|
| Type | String |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:111 |
Examples
cc.log(comp.uuid);
_enabled
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:159 |
enabled
indicates whether this component is enabled or not.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:166 |
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:197 |
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:213 |
Examples
cc.log(this._isOnLoadCalled > 0);
_name
| meta | description |
|---|---|
| Type | String |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:50 |
_objFlags
| meta | description |
|---|---|
| Type | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:57 |
name
The name of the object.
| meta | description |
|---|---|
| Type | String |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:208 |
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:225 |
Examples
cc.log(obj.isValid);
Methods
apply
Apply current changes to joint, this will regenerate inner box2d joint.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:114 |
getWorldAnchor
Get the anchor point on rigidbody in world coordinates.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:126 |
getWorldConnectedAnchor
Get the anchor point on connected rigidbody in world coordinates.
| meta | description |
|---|---|
| Returns | Vec2 |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:142 |
getReactionForce
Gets the reaction force of the joint.
| meta | description |
|---|---|
| Returns | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:158 |
Parameters
timeStepNumber The time to calculate the reaction force for.
getReactionTorque
Gets the reaction torque of the joint.
| meta | description |
|---|---|
| Returns | Number |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/physics/joint/CCJoint.js:174 |
Parameters
timeStepNumber The time to calculate the reaction torque for.
update
Update is called every frame, if the Component is enabled.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:234 |
Parameters
dtNumber the delta time in seconds it took to complete the last frame
lateUpdate
LateUpdate is called every frame, if the Component is enabled.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:243 |
__preload
__preload is called before every onLoad.
It is used to initialize the builtin components internally,
to avoid checking whether onLoad is called before every public method calls.
This method should be removed if script priority is supported.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:251 |
onLoad
When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:262 |
start
Called before all scripts' update if the Component is enabled the first time.
Usually used to initialize some logic which need to be called after all components' onload methods called.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:273 |
onEnable
Called when this component becomes enabled and its node is active.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:284 |
onDisable
Called when this component becomes disabled or its node becomes inactive.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:292 |
onDestroy
Called when this component will be destroyed.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:300 |
onFocusInEditor
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:308 |
onLostFocusInEditor
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:313 |
resetInEditor
Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:318 |
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
| meta | description |
|---|---|
| Returns | Component |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:328 |
Parameters
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent
Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.
| meta | description |
|---|---|
| Returns | Component |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:346 |
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
| meta | description |
|---|---|
| Returns | Component[] |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:370 |
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren
Returns the component of supplied type in any of its children using depth first search.
| meta | description |
|---|---|
| Returns | Component |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:388 |
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren
Returns the components of supplied type in self or any of its children using depth first search.
| meta | description |
|---|---|
| Returns | Component[] |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:406 |
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds
If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:426 |
Parameters
out_rectRect the Rect to receive the bounding box
onRestore
onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs
an undo operation on this component.
If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.
The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.
Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.
This function is only called in editor mode.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:439 |
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:541 |
Parameters
callbackfunction The callback functionintervalNumber Tick interval in seconds. 0 means tick every frame.repeatNumber The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.delayNumber The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce
Schedules a callback function that runs only once, with a delay of 0 or larger.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:578 |
Parameters
callbackfunction A function wrapped as a selectordelayNumber The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:595 |
Parameters
callback_fnfunction A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks
unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:611 |
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
After destroy, this CCObject is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
| meta | description |
|---|---|
| Returns | Boolean |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:246 |
Examples
obj.destroy();
_destruct
Clear all references in the instance.
NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:379 |
_onPreDestroy
Called before the object being destroyed.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:412 |
_serialize
The customized serialization for this object. (Editor Only)
| meta | description |
|---|---|
| Returns | object |
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:437 |
Parameters
exportingBoolean
_deserialize
Init this object from the custom serialized data.
| meta | description |
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:447 |
Parameters
dataObject the serialized json datactx_Deserializer