RigidBody
Class
Extends Component
Module: cc
Index
Properties
enabledContactListener
Boolean
Should enabled contact listener?...
bullet
Boolean
- All bodies are prevented from tunneling through kinematic and static bodies.
type
RigidBodyType
Rigidbody type : Static, Kinematic, Dynamic or Animated.
allowSleep
Boolean
Set this flag to false if this body should never fall asleep.
gravityScale
Number
Scale the gravity applied to this body.
linearDamping
Number
Linear damping is use to reduce the linear velocity.
angularDamping
Number
Angular damping is use to reduce the angular velocity.
linearVelocity
Vec2
The linear velocity of the body's origin in world co-ordinates.
angularVelocity
Number
The angular velocity of the body.
fixedRotation
Boolean
Should this body be prevented from rotating?
awake
Boolean
Set the sleep state of the body.
awakeOnLoad
Boolean
Whether to wake up this rigid body during initialization
active
Boolean
Set the active state of the body.
__eventTargets
Array
Register all related EventTargets,...
node
Node
The node this component is attached to.
uuid
String
The uuid for editor.
_enabled
Boolean
enabled
Boolean
indicates whether this component is enabled or not.
enabledInHierarchy
Boolean
indicates whether this component is enabled and its node is also active in the hierarchy.
_isOnLoadCalled
Number
Returns a value which used to indicate the onLoad get called or not.
_name
String
_objFlags
Number
name
String
The name of the object.
isValid
Boolean
Indicates whether the object is not yet destroyed.
Methods
Details
Properties
Should enabled contact listener?
When a collision is trigger, the collision callback will only be called when enabled contact listener.
bullet
Is this a fast moving body that should be prevented from tunneling through
other moving bodies?
Note :
- All bodies are prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
- You should use this flag sparingly since it increases processing time.
type
Rigidbody type : Static, Kinematic, Dynamic or Animated.
allowSleep
Set this flag to false if this body should never fall asleep.
Note that this increases CPU usage.
gravityScale
Scale the gravity applied to this body.
linearDamping
Linear damping is use to reduce the linear velocity.
The damping parameter can be larger than 1, but the damping effect becomes sensitive to the
time step when the damping parameter is large.
angularDamping
Angular damping is use to reduce the angular velocity. The damping parameter
can be larger than 1 but the damping effect becomes sensitive to the
time step when the damping parameter is large.
linearVelocity
The linear velocity of the body's origin in world co-ordinates.
angularVelocity
The angular velocity of the body.
fixedRotation
Should this body be prevented from rotating?
awake
Set the sleep state of the body. A sleeping body has very low CPU cost.(When the rigid body is hit, if the rigid body is in sleep state, it will be immediately awakened.)
awakeOnLoad
Whether to wake up this rigid body during initialization
active
Set the active state of the body. An inactive body is not
simulated and cannot be collided with or woken up.
If body is active, all fixtures will be added to the
broad-phase.
If body is inactive, all fixtures will be removed from
the broad-phase and all contacts will be destroyed.
Fixtures on an inactive body are implicitly inactive and will
not participate in collisions, ray-casts, or queries.
Joints connected to an inactive body are implicitly inactive.
__eventTargets
Register all related EventTargets,
all event callbacks will be removed in _onPreDestroy
node
The node this component is attached to. A component is always attached to a node.
Examples
cc.log(comp.node);
uuid
The uuid for editor.
Examples
cc.log(comp.uuid);
_enabled
enabled
indicates whether this component is enabled or not.
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy
indicates whether this component is enabled and its node is also active in the hierarchy.
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled
Returns a value which used to indicate the onLoad get called or not.
Examples
cc.log(this._isOnLoadCalled > 0);
_name
_objFlags
name
The name of the object.
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy
is called, it is actually destroyed after the end of this frame.
So isValid
will return false from the next frame, while isValid
in the current frame will still be true.
If you want to determine whether the current frame has called destroy
, use cc.isValid(obj, true)
,
but this is often caused by a particular logical requirements, which is not normally required.
Examples
var node = new cc.Node();
cc.log(node.isValid);
node.destroy();
cc.log(node.isValid);
cc.log(node.isValid);
Methods
Collision callback.
Called when two collider begin to touch.
Parameters
Collision callback.
Called when two collider cease to touch.
Parameters
onPreSolve
Collision callback.
This is called when a contact is updated.
This allows you to inspect a contact before it goes to the solver(e.g. disable contact).
Note: this is called only for awake bodies.
Note: this is called even when the number of contact points is zero.
Note: this is not called for sensors.
Parameters
onPostSolve
Collision callback.
This is called after a contact is updated.
You can get the impulses from the contact in this callback.
Parameters
getLocalPoint
Gets a local point relative to the body's origin given a world point.
Parameters
worldPoint
Vec2 a point in world coordinates.
out
Vec2 optional, the receiving point
getWorldPoint
Get the world coordinates of a point given the local coordinates.
Parameters
localPoint
Vec2 a point in local coordinates.
out
Vec2 optional, the receiving point
getWorldVector
Get the world coordinates of a vector given the local coordinates.
Parameters
localVector
Vec2 a vector in world coordinates.
out
Vec2 optional, the receiving vector
getLocalVector
Gets a local vector relative to the body's origin given a world vector.
Parameters
worldVector
Vec2 a vector in world coordinates.
out
Vec2 optional, the receiving vector
getWorldPosition
Get the world body origin position.
Parameters
out
Vec2 optional, the receiving point
getWorldRotation
Get the world body rotation angle.
getLocalCenter
Get the local position of the center of mass.
getWorldCenter
Get the world position of the center of mass.
getLinearVelocityFromWorldPoint
Get the world linear velocity of a world point attached to this body.
Parameters
worldPoint
Vec2 a point in world coordinates.
out
Vec2 optional, the receiving point
getMass
Get total mass of the body.
getInertia
Get the rotational inertia of the body about the local origin.
getJointList
Get all the joints connect to the rigidbody.
applyForce
Apply a force at a world point. If the force is not
applied at the center of mass, it will generate a torque and
affect the angular velocity.
Parameters
force
Vec2 the world force vector.
point
Vec2 the world position.
wake
Boolean also wake up the body.
applyForceToCenter
Apply a force to the center of mass.
Parameters
force
Vec2 the world force vector.
wake
Boolean also wake up the body.
applyTorque
Apply a torque. This affects the angular velocity.
Parameters
torque
Number about the z-axis (out of the screen), usually in N-m.
wake
Boolean also wake up the body
applyLinearImpulse
Apply a impulse at a world point, This immediately modifies the velocity.
If the impulse is not applied at the center of mass, it will generate a torque and
affect the angular velocity.
Parameters
impulse
Vec2 the world impulse vector, usually in N-seconds or kg-m/s.
point
Vec2 the world position
wake
Boolean alse wake up the body
applyAngularImpulse
Apply an angular impulse.
Parameters
impulse
Number the angular impulse in units of kgmm/s
wake
Boolean also wake up the body
syncPosition
Synchronize node's world position to box2d rigidbody's position.
If enableAnimated is true and rigidbody's type is Animated type,
will set linear velocity instead of directly set rigidbody's position.
Parameters
syncRotation
Synchronize node's world angle to box2d rigidbody's angle.
If enableAnimated is true and rigidbody's type is Animated type,
will set angular velocity instead of directly set rigidbody's angle.
Parameters
update
Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
Parameters
dt
Number the delta time in seconds it took to complete the last frame
lateUpdate
LateUpdate is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
__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.
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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
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.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onEnable
Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDisable
Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onDestroy
Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.
onFocusInEditor
onLostFocusInEditor
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.
addComponent
Adds a component class to the node. You can also add component to node by passing in the name of the script.
Parameters
typeOrClassName
Function | String the constructor or the class name of the component to add
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.
Parameters
Examples
var sprite = node.getComponent(cc.Sprite);
var test = node.getComponent("Test");
getComponents
Returns all components of supplied Type in the node.
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.
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.
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.
Parameters
out_rect
Rect 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.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
Parameters
callback
function The callback function
interval
Number Tick interval in seconds. 0 means tick every frame.
repeat
Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
delay
Number 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.
Parameters
callback
function A function wrapped as a selector
delay
Number 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.
Parameters
callback_fn
function 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.
Examples
this.unscheduleAllCallbacks();
destroy
Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering.
From the next frame, this object is not usable any more.
You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.
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;
}
}
}
_onPreDestroy
Called before the object being destroyed.
_serialize
The customized serialization for this object. (Editor Only)
Parameters
_deserialize
Init this object from the custom serialized data.
Parameters
data
Object the serialized json data
ctx
_Deserializer