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Class RigidBody

Rigid body component.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Private _allowSleep

_allowSleep: boolean = true

Private _angularDamping

_angularDamping: number = 0.1

Private _angularFactor

_angularFactor: Vec3 = new Vec3(1, 1, 1)

Private _body

_body: IRigidBody | null = null

Private _enabled

_enabled: boolean = true

Private _group

_group: number = PhysicsSystem.PhysicsGroup.DEFAULT

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Private _linearDamping

_linearDamping: number = 0.1

Private _linearFactor

_linearFactor: Vec3 = new Vec3(1, 1, 1)

Private _mass

_mass: number = 1

Protected _name

_name: string

_objFlags

_objFlags: number

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Private _type

_type: ERigidBodyType = ERigidBodyType.DYNAMIC

Private _useGravity

_useGravity: boolean = true

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

Static Readonly Type

Type: EnumAlias<typeof ERigidBodyType> = ERigidBodyType

Enumeration of rigid body types.

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

Protected assertOnLoadCalled

  • get assertOnLoadCalled(): boolean

isOnLoadCalled

  • get isOnLoadCalled(): number

allowSleep

  • get allowSleep(): boolean
  • set allowSleep(v: boolean): void

angularDamping

  • get angularDamping(): number
  • set angularDamping(value: number): void

angularFactor

  • get angularFactor(): Vec3
  • set angularFactor(value: Vec3): void

body

  • get body(): null | IRigidBody

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

group

  • get group(): number
  • set group(v: number): void

isAwake

  • get isAwake(): boolean

isDynamic

  • get isDynamic(): boolean
  • set isDynamic(v: boolean): void

isKinematic

  • get isKinematic(): boolean
  • set isKinematic(v: boolean): void

isSleeping

  • get isSleeping(): boolean

isSleepy

  • get isSleepy(): boolean

isStatic

  • get isStatic(): boolean
  • set isStatic(v: boolean): void

isValid

  • get isValid(): boolean
  • 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 isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

linearDamping

  • get linearDamping(): number
  • set linearDamping(value: number): void

linearFactor

  • get linearFactor(): Vec3
  • set linearFactor(value: Vec3): void

mass

  • get mass(): number
  • set mass(value: number): void

name

  • get name(): string
  • set name(value: string): void

sleepThreshold

  • get sleepThreshold(): number
  • set sleepThreshold(v: number): void

type

useGravity

  • get useGravity(): boolean
  • set useGravity(value: boolean): void

uuid

  • get uuid(): string

Methods

Optional Private preload

  • __preload(): void
  • __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.

    Returns void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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 store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

addGroup

  • addGroup(v: number): void

addMask

  • addMask(v: number): void

applyForce

  • applyForce(force: Vec3, relativePoint?: Vec3): void

applyImpulse

  • applyImpulse(impulse: Vec3, relativePoint?: Vec3): void

applyLocalForce

  • applyLocalForce(force: Vec3, localPoint?: Vec3): void

applyLocalImpulse

  • applyLocalImpulse(impulse: Vec3, localPoint?: Vec3): void

applyLocalTorque

  • applyLocalTorque(torque: Vec3): void

applyTorque

  • applyTorque(torque: Vec3): void

clearForces

  • clearForces(): void

clearState

  • clearState(): void

clearVelocity

  • clearVelocity(): void

destroy

  • destroy(): boolean

getAngularVelocity

  • getAngularVelocity(out: Vec3): void

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getGroup

  • getGroup(): number

getLinearVelocity

  • getLinearVelocity(out: Vec3): void

getMask

  • getMask(): number

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • 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

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

Protected onDestroy

  • onDestroy(): void

Protected onDisable

  • onDisable(): void

Protected onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected onLoad

  • onLoad(): void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • 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.

    Returns void

removeGroup

  • removeGroup(v: number): void

removeMask

  • removeMask(v: number): void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

setAngularVelocity

  • setAngularVelocity(value: Vec3): void

setGroup

  • setGroup(v: number): void

setLinearVelocity

  • setLinearVelocity(value: Vec3): void

setMask

  • setMask(v: number): void

sleep

  • sleep(): void

Protected Optional start

  • start(): void
  • 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.

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • 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

    Returns void

wakeUp

  • wakeUp(): void

Static deferredDestroy

  • _deferredDestroy(): void

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