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  • com.fileitup.fisixengine.primitives.Constraint
    constraint must go over it s range in order to break valid values are degree values between 0 and 360 No negatives Implementation public function get breakPoint Number public function set breakPoint value Number void broken property broken Boolean read only Tells you whether or not a constraint is currently broken This is only usable if unloadOnBrak is set to true Implementation public function get broken Boolean See also unloadOnBreak max property max Number read write The upper range of the constraint By setting this value you are disabling the use of the restLength property so it s good practice to set both the min and max values at the same time Note that valid values are always positive values In order to disable the maximum bound set this property to a negative value Implementation public function get max Number public function set max value Number void See also setMinMax min property min Number read write The lower range of the constraint By setting this value you are disabling the use of the restLength property so it s good practice to set both the min and max values at the same time Note that valid values are always positive values In order to disable the minimum bound set this property to a negative value Implementation public function get min Number public function set min value Number void See also setMinMax parent property public var parent FisixObject restLength property restLength Number read write The length that the constraint will attempt to maintain For spring and stick constraints this represents a pixel distance For angular constraints this represents a degree value between 0 and 360 For more information about angle measures in angular constraints see the documentation for the AngularConstraint class Note that by setting this value you disable the use of

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/primitives/Constraint.html (2016-02-08)
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  • com.fileitup.fisixengine.graphics.ConstraintAttacher
    Method Defined by ConstraintAttacher disp DisplayObject con SpringConstraint angOffset Number 0 angMult Number 1 reverse Boolean false Creates a ConstraintAttacher ConstraintAttacher dispose void Disposes of the DisplayAttacher DisplayAttacher2 unload void Removes the DisplayAttacher from the simulation and disposes of it DisplayAttacher update void Updates the attached DisplayObject DisplayAttacher2 Constructor detail ConstraintAttacher constructor public function ConstraintAttacher disp DisplayObject con SpringConstraint angOffset Number 0 angMult Number 1 reverse Boolean false Creates a

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/graphics/ConstraintAttacher.html (2016-02-08)
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  • com.fileitup.fisixengine.collisions.DetectionModes
    a happy medium between PENETRATION and RAYCAST DetectionModes LIMIT VELOCITY int 1 static Similar to PENETRATION but limits objects velocities to the magnitude of their radius in order to prevent tunneling This method reduces physical accuracy but is fairly quick DetectionModes PENETRATION int 0 static This is the simplest and fastest collision detection mode DetectionModes RAYCAST int 2 static Uses the object s last position to find out if a collision occured at any time between the last timestep This method prevents tunneling but is also much slower than simple penetration Use discretely DetectionModes Constant detail HYBRID RAYCAST constant public static const HYBRID RAYCAST int 3 This is a happy medium between PENETRATION and RAYCAST it only raycasts when the velocity of the object is greater than it s radius This method is much faster than regular raycasting but is a bit less accurate Tunneling may occur in some cases LIMIT VELOCITY constant public static const LIMIT VELOCITY int 1 Similar to PENETRATION but limits objects velocities to the magnitude of their radius in order to prevent tunneling This method reduces physical accuracy but is fairly quick Usually best with larger objects PENETRATION constant public static const PENETRATION int 0

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/collisions/DetectionModes.html (2016-02-08)
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  • com.fileitup.fisixengine.graphics.DisplayAttacher
    fileitup fisixengine core Particle pos Public Properties Property Defined by anchor Vector DisplayAttacher disp DisplayObject DisplayAttacher parent FisixObject DisplayAttacher xOffset Number DisplayAttacher Public Methods Method Defined by DisplayAttacher d DisplayObject anch Vector xOff Number 0 yOff Number 0 Creates a DisplayAttacher DisplayAttacher dispose void Disposes of the DisplayAttacher DisplayAttacher unload void Removes the DisplayAttacher from the simulation and disposes of it DisplayAttacher update void Updates the attached DisplayObject DisplayAttacher Property detail anchor property public var anchor Vector disp property public var disp DisplayObject parent property public var parent FisixObject xOffset property public var xOffset Number Constructor detail DisplayAttacher constructor public function DisplayAttacher d DisplayObject anch Vector xOff Number 0 yOff Number 0 Creates a DisplayAttacher Parameters d DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape anch Vector The Vector object to attach the DisplayObject to xOff Number default 0 The amount of pixels to offset the DisplayObject on the x axis yOff Number default 0 The amount of pixels to offset the DisplayObject on the y axis Method detail dispose method public function dispose void Disposes of the DisplayAttacher Use this method only after you have removed the DisplayAttacher from the simulation Or simply use unload See also unload

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/graphics/DisplayAttacher.html (2016-02-08)
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  • com.fileitup.fisixengine.graphics.DisplayAttacher2
    Inherited Public Properties Show Inherited Public Properties Property Defined by anchor Vector DisplayAttacher disp DisplayObject DisplayAttacher offset Number DisplayAttacher2 parent FisixObject DisplayAttacher xOffset Number DisplayAttacher Protected Properties Property Defined by anchor2 Vector DisplayAttacher2 Public Methods Hide Inherited Public Methods Show Inherited Public Methods Method Defined by DisplayAttacher2 d DisplayObject anc Vector target Vector off Number 0 mult Number 1 Creates a DisplayAttacher2 DisplayAttacher2 dispose void Disposes of the DisplayAttacher DisplayAttacher2 unload void Removes the DisplayAttacher from the simulation and disposes of it DisplayAttacher update void Updates the attached DisplayObject DisplayAttacher2 Property detail anchor2 property protected var anchor2 Vector offset property public var offset Number Constructor detail DisplayAttacher2 constructor public function DisplayAttacher2 d DisplayObject anc Vector target Vector off Number 0 mult Number 1 Creates a DisplayAttacher2 Parameters d DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape anc Vector The Vector object to attach the DisplayObject to target Vector The Vector object to use for angle calculations off Number default 0 The amount of degrees to offset the angle of the DisplayObject mult Number default 1 A value to multiply the angle by before adding the offset Method detail dispose method public override function dispose void Disposes of the DisplayAttacher

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/graphics/DisplayAttacher2.html (2016-02-08)
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  • com.fileitup.fisixengine.graphics.DisplayAttacher3
    DisplayAttacher from the simulation and disposes of it DisplayAttacher update void Updates the attached DisplayObject DisplayAttacher3 Constructor detail DisplayAttacher3 constructor public function DisplayAttacher3 d DisplayObject anc Vector anc2 Vector anc3 Vector angOff Number 0 mult Number 1 Creates a DisplayAttacher2 Parameters d DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape anc Vector The Vector object to attach the DisplayObject to anc2 Vector The first Vector object to use for

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/graphics/DisplayAttacher3.html (2016-02-08)
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  • com.fileitup.fisixengine.surfaces.DynamicSurface
    f Vector p Vector void Similar to thrustPoint but adds to the object s acceleration instead of its position DynamicSurface dispose void DynamicSurface fireAfterCollision void CollisionObject fireOnCollision void CollisionObject fix f Boolean true void Another way of setting the value fixed CollisionObject getDetectionMode int CollisionObject getLength Number Returns the length of the surface Surface getMaterial String The name of the current material applied to the object CollisionObject getNormalAngleAt p Vector Number CollisionObject getNormalAt p Vector dirVector Vector null Vector Surface getReactionMode int CollisionObject getVector Vector Returns a vector between the first point of the surface to the second point Surface isStatic Boolean Returns a value indicating whether or not this object was made static CollisionObject makeStatic void Makes the object static DynamicSurface massOnSurface t Number Number Returns the intepolated mass on the surface from the mass of its two points DynamicSurface onInit void Called after the object is initiated by a FisixObject to which it was added CollisionObject pointForce point Vector force Number void Applies a force value on the object from the given point CollisionObject render g Graphics void Renders a primitive shape of the object to the given Graphics object Surface renderBoundingBox g Graphics void Renders a rectangle representing the bounding box to the graphics object CollisionObject setDetectionMode m int void Sets the collision detection mode to be used by the object CollisionObject setMaterial mName String void Sets the material of the object This modifies the object s friction bounce color and traction properties CollisionObject setReactionMode m int void Sets the collision reaction mode to be used by the object CollisionObject thrust tX Number tY Number checkAA Boolean true void Applies a thrust to both end points of the surface DynamicSurface thrustAt tX Number tY Number t Number void Thrusts the Surface at the given t value with the given x y thrusts DynamicSurface thrustPoint tX Number tY Number p Vector void Thrusts the Surface at the given point with the given x y thrusts DynamicSurface unload void Removes the object from the engine and disposes of it CollisionObject updateBoundingBox void Updates the bounding box of the object Surface Protected Methods Hide Inherited Protected Methods Show Inherited Protected Methods Method Defined by afterCollision data CollisionData void Override this function to perform an action after a collision is resolved CollisionObject afterUnload void Override this method to perform actions after the object has been unloaded CollisionObject onCollision data CollisionData void Override this function to perform an action at the time a collision is detected CollisionObject onUnload void Override this method to perform actions once the object is unloaded CollisionObject Property detail particleA property public var particleA Particle particleB property public var particleB Particle Constructor detail DynamicSurface constructor public function DynamicSurface pA Particle pB Particle rad Number 0 Creates a DynamicSurface object Parameters pA Particle A vector Object to confine the first point of the surface to pB Particle A vector Object to confine the second point of the surface to rad Number default 0 The radius of the surface Method

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/surfaces/DynamicSurface.html (2016-02-08)
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  • com.fileitup.fisixengine.core.EngineObject
    FisixContainer Magnet MouseAttacher An interface to be implemented by all objects which are added to the engine in the simulation Public Methods Method Defined by dispose void EngineObject unload void EngineObject Method detail dispose method public function dispose void unload

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/core/EngineObject.html (2016-02-08)
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