Whether to wake up this rigid body during initialization
Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note :
The node this component is attached to. A component is always attached to a node.
Returns a value which used to indicate the onLoad get called or not.
Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
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.
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.
The angular velocity of the body.
The angular velocity of the body.
Indicates whether this component is enabled or not.
Indicates whether this component is enabled or not.
Indicates whether this component is enabled and its node is also active in the hierarchy.
Should this body be prevented from rotating?
Should this body be prevented from rotating?
Scale the gravity applied to this body.
Scale the gravity applied to this body.
Gets or sets the group of the rigid body.
Gets or sets the group of the rigid body.
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.
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.
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.
Rigidbody type : Static, Kinematic, Dynamic or Animated.
Rigidbody type : Static, Kinematic, Dynamic or Animated.
The uuid for editor.
__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.
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; } } }
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.
The rect to store the result bounding rect
Adds a component class to the node. You can also add component to node by passing in the name of the script.
The class of component to be retrieved or to be created
Adds a component class to the node. You can also add component to node by passing in the name of the script.
A string for the class name of the component
Apply an angular impulse.
the angular impulse in units of kgmm/s
also wake up the body
Apply a force to the center of mass.
the world force vector.
also wake up the body.
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.
the world impulse vector, usually in N-seconds or kg-m/s.
the world position
alse wake up the body
Apply a impulse at the center of mass, this immediately modifies the velocity.
the world impulse vector, usually in N-seconds or kg-m/s.
alse wake up the body
Apply a torque. This affects the angular velocity.
about the z-axis (out of the screen), usually in N-m.
also wake up the body
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.
The class of component to be retrieved or to be created
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.
A string for the class name of the component
Returns the component of supplied type in any of its children using depth first search.
The class of component to be retrieved
Returns the component of supplied type in any of its children using depth first search.
A string for the class name of the component
Returns all components of supplied type in the node.
The class of components to be retrieved
Returns all components of supplied type in the node.
A string for the class name of the components
Returns all components of supplied type in self or any of its children.
The class of components to be retrieved
Returns all components of supplied type in self or any of its children.
A string for the class name of the components
Get the rotational inertia of the body about the local origin.
Get the local position of the center of mass.
Get total mass of the body.
Get the world position of the center of mass.
Whether the rigid body is awake.
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.
the delta time in seconds it took to complete the last frame
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.
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.
Schedules a custom task.
If the task is already scheduled, then the interval parameter will be updated without scheduling it again.
The callback function of the task
The time interval between each invocation
The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever
The delay time for the first invocation, Unit: s
Schedules a task that runs only once, with a delay of 0 or larger.
The callback function of the task
The delay time for the first invocation, Unit: s
Dormancy of rigid body.
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.
Un-schedules a custom task.
The callback function of the task
unschedule all scheduled tasks.
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.
the delta time in seconds it took to complete the last frame
Wake up the rigid body.
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For internal usage.