Cocos Creator API

1.5.x

Cocos Creator is the game engine for the future.

RigidBody

Extends Component
Module: cc
Parent Module: cc

Properties

enabledContactListener Boolean

Should enabled contact listener? When a collision is trigger, the collision callback will only be called when enabled contact listener.

bullet Boolean

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 RigidBodyType

Rigidbody type : Static, Kinematic, Dynamic or Animated.

allowSleep Boolean

Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.

gravityScale Number

Scale the gravity applied to this body.

linearDamping Number

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 Number

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 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

Is this body initially awake or sleeping?

active Boolean

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 Array private

Inherited from Component:

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

node Node

Inherited from Component:

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

examples:

cc.log(comp.node);

uuid String readOnly

Inherited from Component:

The uuid for editor.

examples:

cc.log(comp.uuid);

_enabled Boolean private

Inherited from Component:

enabled Boolean

Inherited from Component:

indicates whether this component is enabled or not.

examples:

comp.enabled = true;
cc.log(comp.enabled);

enabledInHierarchy Boolean readOnly

Inherited from Component:

indicates whether this component is enabled and its node is also active in the hierarchy.

examples:

cc.log(comp.enabledInHierarchy);

_isOnLoadCalled Number readOnly

Inherited from Component:

Returns a value which used to indicate the onLoad get called or not.

examples:

cc.log(this._isOnLoadCalled > 0);

_name String private

_objFlags Number private

name String

The name of the object.

examples:

obj.name = "New Obj";

isValid Boolean readOnly

Indicates whether the object is not yet destroyed.

examples:

cc.log(obj.isValid);

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Methods

onBeginContact
(
  • contact
  • selfCollider
  • otherCollider
)

Collision callback. Called when two collider begin to touch.

name type description
contact PhysicsContact

contact information

selfCollider PhysicsCollider

the collider belong to this rigidbody

otherCollider PhysicsCollider

the collider belong to another rigidbody

onEndContact
(
  • contact
  • selfCollider
  • otherCollider
)

Collision callback. Called when two collider cease to touch.

name type description
contact PhysicsContact

contact information

selfCollider PhysicsCollider

the collider belong to this rigidbody

otherCollider PhysicsCollider

the collider belong to another rigidbody

onPreSolve
(
  • contact
  • selfCollider
  • otherCollider
)

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.

name type description
contact PhysicsContact

contact information

selfCollider PhysicsCollider

the collider belong to this rigidbody

otherCollider PhysicsCollider

the collider belong to another rigidbody

onPostSolve
(
  • contact
  • selfCollider
  • otherCollider
)

Collision callback. This is called after a contact is updated. You can get the impulses from the contact in this callback.

name type description
contact PhysicsContact

contact information

selfCollider PhysicsCollider

the collider belong to this rigidbody

otherCollider PhysicsCollider

the collider belong to another rigidbody

getLocalPoint
(
  • worldPoint
  • out
)
Vec2

Gets a local point relative to the body's origin given a world point.

name type description
worldPoint Vec2

a point in world coordinates.

out Vec2

optional, the receiving point

returns:

type: Vec2

the corresponding local point relative to the body's origin.

getWorldPoint
(
  • localPoint
  • out
)
Vec2

Get the world coordinates of a point given the local coordinates.

name type description
localPoint Vec2

a point in local coordinates.

out Vec2

optional, the receiving point

returns:

type: Vec2

the same point expressed in world coordinates.

getWorldVector
(
  • localVector
  • out
)
Vec2

Get the world coordinates of a vector given the local coordinates.

name type description
localVector Vec2

a vector in world coordinates.

out Vec2

optional, the receiving vector

returns:

type: Vec2

the same vector expressed in local coordinates.

getLocalVector
(
  • worldVector
  • out
)
Vec2

Gets a local vector relative to the body's origin given a world vector.

name type description
worldVector Vec2

a vector in world coordinates.

out Vec2

optional, the receiving vector

returns:

type: Vec2

the corresponding local vector relative to the body's origin.

getWorldPosition
(
  • out
)
Vec2

Get the world body origin position.

name type description
out Vec2

optional, the receiving point

returns:

type: Vec2

the world position of the body's origin.

getWorldRotation ( ) Number

Get the world body rotation angle.

returns:

type: Number

the current world rotation angle.

getLocalCenter ( ) Vec2

Get the local position of the center of mass.

returns:

type: Vec2

the local position of the center of mass.

getWorldCenter ( ) Vec2

Get the world position of the center of mass.

returns:

type: Vec2

the world position of the center of mass.

getLinearVelocityFromWorldPoint
(
  • worldPoint
  • out
)
Vec2

Get the world linear velocity of a world point attached to this body.

name type description
worldPoint Vec2

a point in world coordinates.

out Vec2

optional, the receiving point

returns:

type: Vec2

the world velocity of a point.

getMass ( ) Number

Get total mass of the body.

returns:

type: Number

the total mass of the body.

getInertia ( ) Number

Get the rotational inertia of the body about the local origin.

returns:

type: Number

the rotational inertia, usually in kg-m^2.

getInertia ( ) [Joint]

Get all the joints connect to the rigidbody.

returns:

type: [Joint]

the joint list.

update
(
  • dt
)
protected

Inherited from Component:

Update is called every frame, if the Component is enabled.

name type description
dt Number

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

lateUpdate ( ) protected

Inherited from Component:

LateUpdate is called every frame, if the Component is enabled.

__preload ( ) private

Inherited from Component:

__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 ( ) protected

Inherited from Component:

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.

start ( ) protected

Inherited from Component:

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.

onEnable ( ) protected

Inherited from Component:

Called when this component becomes enabled and its node is active.

onDisable ( ) protected

Inherited from Component:

Called when this component becomes disabled or its node becomes inactive.

onDestroy ( ) protected

Inherited from Component:

Called when this component will be destroyed.

onFocusInEditor ( ) protected

Inherited from Component:

onLostFocusInEditor ( ) protected

Inherited from Component:

resetInEditor ( ) protected

Inherited from Component:

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
(
  • typeOrClassName
)
Component

Inherited from Component:

Adds a component class to the node. You can also add component to node by passing in the name of the script.

name type description
typeOrClassName Function | String

the constructor or the class name of the component to add

returns:

type: Component

the newly added component

examples:

var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");

getComponent
(
  • typeOrClassName
)
Component

Inherited from Component:

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.

name type description
typeOrClassName Function | String

returns:

type: Component

examples:

// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");

getComponents
(
  • typeOrClassName
)
Component[]

Inherited from Component:

Returns all components of supplied Type in the node.

name type description
typeOrClassName Function | String

returns:

type: Component[]

examples:

var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");

getComponentInChildren
(
  • typeOrClassName
)
Component

Inherited from Component:

Returns the component of supplied type in any of its children using depth first search.

name type description
typeOrClassName Function | String

returns:

type: Component

examples:

var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");

getComponentsInChildren
(
  • typeOrClassName
)
Component[]

Inherited from Component:

Returns the components of supplied type in self or any of its children using depth first search.

name type description
typeOrClassName Function | String

returns:

type: Component[]

examples:

var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");

_getLocalBounds
(
  • out_rect
)

Inherited from Component:

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.

name type description
out_rect Rect

the Rect to receive the bounding box

onRestore ( )

Inherited from Component:

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
(
  • callback
  • [interval =0]
  • [repeat =cc.macro.REPEAT_FOREVER]
  • [delay =0]
)

Inherited from Component:

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

name type description
callback function

The callback function

interval optional Number 0

Tick interval in seconds. 0 means tick every frame. If interval = 0, it's recommended to use scheduleUpdate() instead.

repeat optional Number cc.macro.REPEAT_FOREVER

The selector will be executed (repeat + 1) times, you can use kCCRepeatForever for tick infinitely.

delay optional Number 0

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
(
  • callback
  • [delay =0]
)

Inherited from Component:

Schedules a callback function that runs only once, with a delay of 0 or larger.

name type description
callback function

A function wrapped as a selector

delay optional Number 0

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
(
  • callback_fn
)

Inherited from Component:

Unschedules a custom callback function.

name type description
callback_fn function

A function wrapped as a selector

examples:

this.unschedule(_callback);

unscheduleAllCallbacks ( )

Inherited from Component:

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

examples:

this.unscheduleAllCallbacks();

destroy ( ) Boolean

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.

returns:

type: Boolean

whether it is the first time the destroy being called

examples:

obj.destroy();

_destruct ( ) private

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 ( ) private

Called before the object being destroyed.

_serialize
(
  • exporting
)
object private

The customized serialization for this object. (Editor Only)

name type description
exporting Boolean

returns:

type: object

the serialized json data object

_deserialize
(
  • data
  • ctx
)
private

Init this object from the custom serialized data.

name type description
data Object

the serialized json data

ctx _Deserializer

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