Collider3D Class
Extends Component, EventTarget(mixin)
Module: cc
Parent Module: cc
The base class of the collider.
Index
Properties
- sharedMaterial- PhysicsMaterial
- isTrigger- Booleanget or set the collider is trigger, this will be always trigger if using builtin.
- center- Vec3get or set the center of the collider, in local space.
- attachedRigidbody- RigidBody3D|nullget the collider attached rigidbody, this may be null.
- shape- IBaseShapeget collider shape.
- __eventTargets- ArrayRegister all related EventTargets,...
- node- NodeThe node this component is attached to.
- uuid- StringThe uuid for editor.
- _enabled- Boolean
- enabled- Booleanindicates whether this component is enabled or not.
- enabledInHierarchy- Booleanindicates whether this component is enabled and its node is also active in the hierarchy.
- _isOnLoadCalled- NumberReturns a value which used to indicate the onLoad get called or not.
- _name- String
- _objFlags- Number
- name- StringThe name of the object.
- isValid- BooleanIndicates whether the object is not yet destroyed.
Methods
- onRegister an callback of a specific event type on the EventTarget.
- offRemoves the listeners previously registered with the same type, callback, target and or useCapture,...
- onceRegister an callback of a specific event type on the EventTarget,...
- hasEventListenerChecks whether the EventTarget object has any callback registered for a specific type of event.
- targetOffRemoves all callbacks previously registered with the same target (passed as parameter).
- dispatchEventSend an event with the event object.
- clearDestroy all callbackInfos.
- updateThis is a lifecycle method.
- lateUpdateThis is a lifecycle method.
- __preload- __preloadis called before every onLoad.
- onLoadWhen attaching to an active node or its node first activated.
- startCalled before all scripts' update if the Component is enabled the first time.
- onEnableThis is a lifecycle method.
- onDisableThis is a lifecycle method.
- onDestroyThis is a lifecycle method.
- onFocusInEditor
- onLostFocusInEditor
- resetInEditorCalled to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
- addComponentAdds a component class to the node.
- getComponentReturns the component of supplied type if the node has one attached, null if it doesn't....
- 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
- onRestorefor undo/redo operation.
- scheduleSchedules a custom selector....
- 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....
- destroyActual object destruction will delayed until before rendering.
- _destructClear all references in the instance.
- _onPreDestroyCalled before the object being destroyed.
- _serializeThe customized serialization for this object.
- _deserializeInit this object from the custom serialized data.
Details
Properties
sharedMaterial
isTrigger
get or set the collider is trigger, this will be always trigger if using builtin.
center
get or set the center of the collider, in local space.
attachedRigidbody
get the collider attached rigidbody, this may be null.
shape
get collider shape.
__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
on
Register an callback of a specific event type on the EventTarget.
This type of event should be triggered via emit.
Parameters
- typeString The type of collider event can be- trigger-enter,- trigger-stay,- trigger-exitor- collision-enter,- collision-stay,- collision-exit.
- callbackFunction The callback that will be invoked when the event is dispatched.
The callback is ignored if it is a duplicate (the callbacks are unique).
- targetObject The target (this object) to invoke the callback, can be null.
Examples
eventTarget.on('fire', function (event) {
    
}, node);
off
Removes the listeners previously registered with the same type, callback, target and or useCapture,
if only type is passed as parameter, all listeners registered with that type will be removed.
Parameters
- typeString The type of collider event can be- trigger-enter,- trigger-stay,- trigger-exitor- collision-enter,- collision-stay,- collision-exit.
- callbackFunction The callback to remove.
- targetObject The target (this object) to invoke the callback, if it's not given, only callback without target will be removed.
Examples
var callback = eventTarget.on('fire', function () {
    cc.log("fire in the hole");
}, target);
eventTarget.off('fire', callback, target);
eventTarget.off('fire');
once
Register an callback of a specific event type on the EventTarget,
the callback will remove itself after the first time it is triggered.
Parameters
- typeString The type of collider event can be- trigger-enter,- trigger-stay,- trigger-exitor- collision-enter,- collision-stay,- collision-exit.
- callbackFunction The callback that will be invoked when the event is dispatched.
The callback is ignored if it is a duplicate (the callbacks are unique).
- targetObject The target (this object) to invoke the callback, can be null.
Examples
eventTarget.once('fire', function (event) {
    
}, node);
hasEventListener
Checks whether the EventTarget object has any callback registered for a specific type of event.
Parameters
- typeString The type of event.
targetOff
Removes all callbacks previously registered with the same target (passed as parameter).
This is not for removing all listeners in the current event target,
and this is not for removing all listeners the target parameter have registered.
It's only for removing all listeners (callback and target couple) registered on the current event target by the target parameter.
Parameters
- targetObject The target to be searched for all related listeners
dispatchEvent
Send an event with the event object.
Parameters
clear
Destroy all callbackInfos.
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
- dtNumber 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.
Parameters
- dtNumber the delta time in seconds it took to complete the last frame
__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
- typeOrClassNameFunction | 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_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.
schedule
Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
Parameters
- callbackfunction The callback function
- intervalNumber 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. Unit: s
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
- callbackfunction A function wrapped as a selector
- delayNumber The amount of time that the first tick will wait before execution. Unit: s
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule
Unschedules a custom callback function.
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.
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 anymore.
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
- dataObject the serialized json data
- ctx_Deserializer