archive-com.com » COM » F » FISIXENGINE.COM

Total: 103

Choose link from "Titles, links and description words view":

Or switch to "Titles and links view".
  • com.fileitup.fisixengine.primitives.FisixContainer
    movement of the objects inside the container affect the container s movement FisixContainer objects FisixObject A FisixObject which holds all the objects within the container FisixContainer parent FisixObject The FisixObject to which the Container belongs FisixContainer Public Methods Method Defined by FisixContainer obj CollisionObject innerDyn Boolean true Creates a FisixContainer FisixContainer dispose void Cleans the object so that it may be picked up by the garbage collector FisixContainer integrate dt Number 1 void Integrates all the objects within the container FisixContainer render g Graphics void Renders all the objects within the container to the given Graphics object FisixContainer solveContainment noDynamics Boolean false void Solves collisions between the inner objects and the container FisixContainer unload void Removes the container from the FisixObject it belongs to and disposes of it FisixContainer Property detail collisionObject property public var collisionObject CollisionObject The Primitive used as the container innerDynamics property public var innerDynamics Boolean true A value specifying whether or not the movement of the objects inside the container affect the container s movement objects property public var objects FisixObject A FisixObject which holds all the objects within the container To add objects to the container use this property parent property public var parent FisixObject The FisixObject to which the Container belongs Constructor detail FisixContainer constructor public function FisixContainer obj CollisionObject innerDyn Boolean true Creates a FisixContainer This class should never be instanciated and added to the engine It is only extended by other containers Parameters obj CollisionObject innerDyn Boolean default true See also com fileitup fisixengine containers Method detail dispose method public function dispose void Cleans the object so that it may be picked up by the garbage collector To avoid errors do not call this method before removing the object from the engine or simply use unload See also unload integrate method public

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/primitives/FisixContainer.html (2016-02-08)
    Open archived version from archive


  • com.fileitup.fisixengine.core.FisixEngine
    DisplayAttacher3 to the engine FisixObject newDynamicSurface pA Particle pB Particle r Number 0 DynamicSurface Creates and adds a DynamicSurface in one line FisixObject newFisixObject FisixObject Creates and adds a FisixObject in one line FisixObject newGuideParticle x Number y Number GuideParticle Creates and adds a GuideParticle in one line FisixObject newMagnet force Number x Number y Number Magnet Creates and adds a Magnet in one line FisixObject newMouseAttacher obj Particle mouse DisplayObject ease Number 1 MouseAttacher Creates and adds a MouseAttacher to the engine FisixEngine newParticleAttacher mc DisplayObject particle Particle xOffset Number 0 yOffset Number 0 ParticleAttacher Creates and adds a ParticleAttacher to the engine FisixObject newSpringConstraint pA Particle pB Particle stiffness Number 0 5 restlength Number 1 SpringConstraint Creates and adds a SpringConstraint in one line FisixObject newStickConstraint pA Particle pB Particle restlength Number 1 StickConstraint Creates and adds a StickConstraint in one line FisixObject newSurface vA Vector vB Vector r Number 0 Surface Creates and adds a static Surface in one line FisixObject newSurfaceAttacher mc DisplayObject surface Surface angOff Number 0 mult Number 1 SurfaceAttacher Creates and adds a SurfaceAttacher to the engine FisixObject newThrust x Number y Number Vector Creates and adds a Thrust in one line FisixObject newWheelAttacher mc DisplayObject wheel WheelParticle angOff Number 0 mult Number 1 WheelAttacher Creates and adds a WheelAttacher to the engine FisixObject newWheelContainer x Number y Number rad Number innerDynamics Boolean true WheelContainer FisixObject newWheelParticle x Number y Number r Number WheelParticle Creates and adds a WheelParticle in one line FisixObject onInit void Called after the object is initiated by a FisixObject to which it was added CollisionObject pickParticle x Number y Number radius Number 0 CircleParticle Finds a particle located at the given position FisixObject pointForce point Vector force Number void Applies a force value on the object from the given point FisixObject removeConstraint c Constraint disposeObject Boolean false Constraint Removes a constraint previously added to the FisixObject FisixObject removeContainer c FisixContainer disposeObject Boolean false FisixContainer Removes a Container previously added FisixObject removeDisplayAttacher d DisplayAttacher DisplayAttacher Use to remove a DisplayAttacher object that was added to the simulation FisixObject removeMagnet m Magnet disposeObject Boolean false Magnet Removes a Magnet that was previously added FisixObject removeMouseAttacher m MouseAttacher MouseAttacher Removes a MouseAttacher object that was added to the simulation FisixEngine removeObject obj CollisionObject disposeObject Boolean false CollisionObject Removes any object added using addObject FisixObject removeThrust t Vector Vector Removes a thrust added with addThrust FisixObject render g Graphics void renders all children to the given Graphics object FisixObject renderAll g Graphics null void Renders all of the objects in the current simulation FisixEngine renderBoundingBox g Graphics void Renders a rectangle representing the bounding box to the graphics object CollisionObject renderConstraints g Graphics void Renders all the constraints within the FisixObject FisixObject renderFisixObjects g Graphics void Renders all the FisixObjects within the FisixObject FisixObject renderGuides g Graphics void Renders all the guide particles within the FisixObject FisixObject renderMagnets g Graphics void Renders all the magnets within the FisixObject FisixObject renderParticles g Graphics

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/core/FisixEngine.html (2016-02-08)
    Open archived version from archive

  • com.fileitup.fisixengine.core.FisixObject
    the settings of objects added after this call FisixObject setBounce b Number recursive Boolean true void FisixObject setBounds b BoundingBox void Sets the bounding rectangle of all the objects within the FisixObject FisixObject setCenter cX Number cY Number thrustObject Boolean false void Moves all children of the object so that their center corresponds with the given values FisixObject setDetectionMode m int void Sets the collision detection mode to be used by the object CollisionObject setDrag d Number recursive Boolean true void FisixObject setFixed f Boolean recursive Boolean true void FisixObject setFriction f Number recursive Boolean true void FisixObject setIterations iter int void Sets the amount of times per frame that the collisions and constraints within this object s children should be solved FisixObject setMagnetic m Boolean recursive Boolean true void FisixObject 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 setTraction t Number recursive Boolean true void FisixObject setVelocity vel Vector checkAA Boolean true void FisixObject thrust tX Number tY Number checkAA Boolean true void Thrusts all collision objects in the object with the given force FisixObject thrustPoint tX Number tY Number p Vector void Unlike thrust which moves the whole object thrustPoint hits the object from the given point with the given x y values and adds the values to its velocity CollisionObject unload void Removes the object from the engine and disposes of it CollisionObject updateBoundingBox void Updates the bounding box of the object CollisionObject updateDisplays void updates all the DisplayAttachers in the engine FisixObject Protected Methods Hide Inherited Protected Methods Show Inherited Protected Methods Method Defined by afterChildCollision child CollisionObject data CollisionData void FisixObject 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 initChild c CollisionObject void FisixObject onChildCollision child CollisionObject data CollisionData void FisixObject 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 staticUpdate void FisixObject Property detail axisAligned property public var axisAligned Boolean false When set to true the FisixObject will be Rigid and Axis Aligned When the FisixObject is axisAligned all the Particles within will always maintain the same distance to eachother Additionally the entire object will not rotate To rotate manually use rotateAll Using rotationalThrust or rotationalForce will not work correctly when axisAligned is true See also rotateAll bounds property protected var bounds BoundingBox boundsCollisions property public var boundsCollisions Boolean false When true all children of the FisixObject will be confined to the boundaries set by setBounds See also setBounds constraints property public var constraints Array an array containing all of the Constraints in the FisixObject To avoid errors refrain from accessing the elements in this array directly constraints property public var constraints Array containers property public var containers Array an array containing all of the Containers in the FisixObject To avoid errors refrain from accessing the elements in this array directly containers property public var containers Array displayAttachers property public var displayAttachers Array drag property public var drag Number 0 A value between 0 1 representing the amount of drag to apply on all children of the object 0 no drag 1 full drag no movement at all fisixObjects property public var fisixObjects Array an array containing all of the FisixObjects in the FisixObject To avoid errors refrain from accessing the elements in this array directly fisixObjects property public var fisixObjects Array guides property public var guides Array an array containing all of the GuideParticles in the FisixObject To avoid errors refrain from accessing the elements in this array directly guides property public var guides Array innerCollisions property public var innerCollisions Boolean true When true objects within the FisixObject will collide with among themselves It is usefull to turn this off for performance reasons when no collision checks are necessary like in a cloth like object or when a FisixObject contains objects that shouldn t collide with eachother iterations property protected var iterations int 3 magnets property public var magnets Array an array containing all of the Magnets in the FisixObject To avoid errors refrain from accessing the elements in this array directly magnets property public var magnets Array particles property public var particles Array an array containing all of the Particles in the FisixObject refrain from accessing the elements in this array instead use a reference obtained from newCircleParticle or newWheel See also newCircleParticle newWheel addObject particles property public var particles Array polygons property public var polygons Array an array containing all of the Polygons in the FisixObject To avoid errors refrain from accessing the elements in this array directly renderBoundingBoxes property public var renderBoundingBoxes Boolean false When true calling render will also render the bounding boxes of all children objects See also render surfaces property public var surfaces Array an array containing all of the Surfaces in the FisixObject To avoid errors refrain from accessing the elements in this array directly surfaces property public var surfaces Array thrusts property public var thrusts Array an array containing all of the Thrusts in the FisixObject To avoid errors refrain from accessing the elements in this array directly thrusts property public var thrusts Array Constructor detail FisixObject constructor public function FisixObject p FisixObject null Creates a FisixObject Parameters p FisixObject default null Parent of the FisixObject No need to supply a value addObject automatically takes care of that whenever an object is added See also addObject Method detail addConstraint method public function addConstraint c Constraint Constraint Adds a constraint to the engine from an object previously instanciated Parameters c Constraint Any objects which extends the Constraint class This includes SpringConstraints StickConstraints and AngularConstraints Returns Constraint If adding was successfull the object added is returned Otherwise null is returned addContainer method public function addContainer c FisixContainer FisixContainer Adds a container to the FisixObject Parameters c FisixContainer Any object extending the FisixContainer Object This includes CircleContainers and WheelContainers Returns FisixContainer If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine containers com fileitup fisixengine primitives FisixContainer addDisplayAttacher method public function addDisplayAttacher d DisplayAttacher DisplayAttacher Use to add a DisplayAttacher object to the simulation Parameters d DisplayAttacher An instance of the DisplayAttacher class or any of its descendents return The added object is successful null if there was an error Returns DisplayAttacher addMagnet method public function addMagnet m Magnet Magnet Adds a Magnet Object to the simulation Parameters m Magnet An instance of the Magnet Class Returns Magnet If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine primitives Magnet addObject method public function addObject obj CollisionObject CollisionObject Used to add an object instantiated by the user to the object The object must be either a Particle any type Surface any Type or Polygon not implemented in alpha Instead of adding objects you created manually you can create and add objects in one line with the new ObjectType methods Parameters obj CollisionObject Returns CollisionObject Returns the same object passed in if the object was added successfully Otherwise returns null See also newParticle newCircleParticle newGuide newWheel newSurface addThrust method public function addThrust t Vector Vector Adds a thrust to the engine Thrusts are vector quantities of force that are added to all the children of the FisixObject at every timestep Thrusts can be used for wind gravity etc For example The FisixEngine class uses this with setGravity to simplify adding a global gravity force Parameters t Vector A vector which holds the x and y components of the force to be added Returns Vector If adding was successfull the thrust added is returned Otherwise null is returned See also Vector afterChildCollision method protected function afterChildCollision child CollisionObject data CollisionData void Parameters child CollisionObject data CollisionData applyForce method public override function applyForce f Vector checkAA Boolean true void Applies a force to all of the dynamic objects within the FisixObject Parameters f Vector checkAA Boolean default true See also Particle applyForce constraintAllParticles method public function constraintAllParticles stiffness Number 1 breakPoint Number 0 void Constraints all of the particles of the object to eachother This does not include guide particles For more automatic constraining options see the static methods for StickConstraint and SpringConstraint Parameters stiffness Number default 1 If left at one StickConstraints will be created otherwise SpringConstraints will breakPoint Number default 0 the breakPoint of the created constraints Leave at 0 to make unbreakable See also com fileitup fisixengine constraints StickConstraint constraintAll com fileitup fisixengine primitives constraint breakPoint addConstraint dispose method public override function dispose void explode method public function explode pos Vector force Number recursive Boolean true void Create an explosion in the given position which will affect all the objects within the FisixObject Parameters pos Vector The global position at which to create the explosion force Number The force of the explosion ie 200 recursive Boolean default true If set to false the FisixObject withing the calling FisixObject will not be affected fireAfterChildCollision method public function fireAfterChildCollision child CollisionObject void Parameters child CollisionObject fireOnChildCollision method public function fireOnChildCollision child CollisionObject void Parameters child CollisionObject flipJoints method public function flipJoints void Flips all the angular constraints in the FisixObject See also com fileitup fisixengine constraints AngularConstraint flip getBounds method public function getBounds BoundingBox Returns BoundingBox the BoundingBox object of this FisixObject getCenter method public function getCenter Vector Returns the center point of all the objects in the FisixObject Editing this vector will have no affects on the object Instead use setCenter Returns Vector See also setCenter getIterations method public function getIterations int Returns int the iterations value for this object See also setIterations initChild method protected function initChild c CollisionObject void Parameters c CollisionObject integrate method public function integrate dt Number 1 void Integrates all children forward in time This is an internal method and should not be called directly The FisixEngine s startEngine takes care of everything You can also use FisixEngine mainLoop for more control Parameters dt Number default 1 the amount of seconds to integrate by See also FisixEngine startEngine FisixEngine mainLoop makeStatic method public override function makeStatic void Tells the engine to treat all objects within this FisixObject as static This allows for faster processing of collision detection by setting the engine to static the engine knows to avoid redundant calculations needed for moving objects It also fixes all children of the FisixObject in place See also Particle fixed move method public function move tX Number tY Number recursive Boolean true void simply translates all children of the object by the given x and y offsets Parameters tX Number tY Number recursive Boolean default true newAngularConstraint method public function newAngularConstraint pA Particle pB Particle pC Particle min Number 1 max Number 1 AngularConstraint Parameters pA Particle pB Particle pC Particle min Number default 1 max Number default 1 Returns AngularConstraint newCircleContainer method public function newCircleContainer x Number y Number rad Number innerDynamics Boolean true CircleContainer Creates and adds a CircleConstraint in one line Parameters x Number global x position of the center of the container y Number global y position of the center of the container rad Number the radius of the container s CircleParticle innerDynamics Boolean default true Returns CircleContainer If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine containers CircleContainer newCircleParticle method public function newCircleParticle x Number y Number r Number CircleParticle Creates and adds a CircleParticle in one line Parameters x Number y Number r Number Returns CircleParticle If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine particles CircleParticle newConstraintAttacher method public function newConstraintAttacher mc DisplayObject springConstraint SpringConstraint angOff Number 0 mult Number 1 ConstraintAttacher Creates and adds a ConstraintAttacher to the engine Parameters mc DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape springConstraint SpringConstraint A Constraint object to attach to This may also be a StickConstraint angOff 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 beffor adding the offset Returns ConstraintAttacher The created ConstraintAttacher null if creation was unsuccessful See also fileiup fisixengine graphics ConstraintAttacher newDisplayAttacher method public function newDisplayAttacher mc DisplayObject v1 Vector xOffset Number 0 yOffset Number 0 DisplayAttacher2 Creates and adds a DisplayAttacher to the engine Parameters mc DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape v1 Vector The Vector object to attach the DisplayObject to xOffset Number default 0 The amount of pixels to offset the DisplayObject on the x axis yOffset Number default 0 The amount of pixels to offset the DisplayObject on the y axis Returns DisplayAttacher2 The created DisplayAttacher null if creation was unsuccessful See also fileiup fisixengine graphics DisplayAttacher newDisplayAttacher2 method public function newDisplayAttacher2 mc DisplayObject v1 Vector v2 Vector angOff Number 0 mult Number 1 DisplayAttacher2 Creates and adds a DisplayAttacher2 to the engine Parameters mc DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape v1 Vector The Vector object to attach the DisplayObject to anchor v2 Vector The Vector object to use for angle calculations target angOff 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 beffor adding the offset Returns DisplayAttacher2 The created DisplayAttacher null if creation was unsuccessful See also fileiup fisixengine graphics DisplayAttacher2 newDisplayAttacher3 method public function newDisplayAttacher3 mc DisplayObject v1 Vector v2 Vector v3 Vector angOff Number 0 mult Number 1 DisplayAttacher3 Creates and adds a DisplayAttacher3 to the engine Parameters mc DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape v1 Vector The Vector object to attach the DisplayObject to anchor v2 Vector The first Vector object to use for angle calculations v3 Vector The second Vector object to use for angle calculations angOff 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 beffor adding the offset Returns DisplayAttacher3 The created DisplayAttacher null if creation was unsuccessful See also fileiup fisixengine graphics DisplayAttacher3 newDynamicSurface method public function newDynamicSurface pA Particle pB Particle r Number 0 DynamicSurface Creates and adds a DynamicSurface in one line 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 r Number default 0 The radius of the surface Returns DynamicSurface If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine surface DynamicSurface newFisixObject method public function newFisixObject FisixObject Creates and adds a FisixObject in one line Returns FisixObject a new FisixObject which has been added to calling FisixObject newGuideParticle method public function newGuideParticle x Number y Number GuideParticle Creates and adds a GuideParticle in one line Parameters x Number The x position of the particle y Number The y position of the particle Returns GuideParticle If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine particles GuideParticle newMagnet method public function newMagnet force Number x Number y Number Magnet Creates and adds a Magnet in one line Parameters force Number A vector representing the magnet s global position If you d like to attach an object to the magnet specify the object s pos property here To attach the magnet to an object later use the attachToObject or attachToVector methods x Number A number representing the force of the magnet A positive value makes the magnet attract objects and a negative value repells other objects y Number Returns Magnet The vector associated with the thrust See also com fileitup fisixengine core Magnet newParticleAttacher method public function newParticleAttacher mc DisplayObject particle Particle xOffset Number 0 yOffset Number 0 ParticleAttacher Creates and adds a ParticleAttacher to the engine Parameters mc DisplayObject A flash DisplayObject ie a MovieClip Sprite Shape particle Particle The Particle object to attach the DisplayObject to xOffset Number default 0 The amount of pixels to offset the DisplayObject on the x axis yOffset Number default 0 The amount of pixels to offset the DisplayObject on the y axis Returns ParticleAttacher The created ParticleAttacher null if creation was unsuccessful See also fileiup fisixengine graphics ParticleAttacher newSpringConstraint method public function newSpringConstraint pA Particle pB Particle stiffness Number 0 5 restlength Number 1 SpringConstraint Creates and adds a SpringConstraint in one line Parameters pA Particle A Particle to serve as the first endpoint of the constraint this includes particles and polygons pB Particle A Particle to serve as the second endpoint of the constraint this includes particles and polygons stiffness Number default 0 5 A number between 0 and 1 where 0 represents a spring that can stretch out forever and 1 is completely stiff restlength Number default 1 The desired length of the stick constraint leave at default value 1 to use the current distance Returns SpringConstraint If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine constraints SpringConstraint newStickConstraint method public function newStickConstraint pA Particle pB Particle restlength Number 1 StickConstraint Creates and adds a StickConstraint in one line Parameters pA Particle A Particle to serve as the first endpoint of the constraint this includes particles and polygons pB Particle A Particle to serve as the second endpoint of the constraint this includes particles and polygons restlength Number default 1 The desired length of the stick constraint leave at default value 1 to use the current distance Returns StickConstraint If adding was successfull the object added is returned Otherwise null is returned See also com fileitup fisixengine constraints StickConstraint newSurface method public function newSurface vA Vector vB Vector r Number 0 Surface Creates and adds

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/core/FisixObject.html (2016-02-08)
    Open archived version from archive

  • com.fileitup.fisixengine.resources.FractalTerrain
    integrate dt Number 1 void Integrates all children forward in time FisixObject isStatic Boolean Returns a value indicating whether or not this object was made static CollisionObject makeStatic void Tells the engine to treat all objects within this FisixObject as static FisixObject move tX Number tY Number recursive Boolean true void simply translates all children of the object by the given x and y offsets FisixObject newAngularConstraint pA Particle pB Particle pC Particle min Number 1 max Number 1 AngularConstraint FisixObject newCircleContainer x Number y Number rad Number innerDynamics Boolean true CircleContainer Creates and adds a CircleConstraint in one line FisixObject newCircleParticle x Number y Number r Number CircleParticle Creates and adds a CircleParticle in one line FisixObject newConstraintAttacher mc DisplayObject springConstraint SpringConstraint angOff Number 0 mult Number 1 ConstraintAttacher Creates and adds a ConstraintAttacher to the engine FisixObject newDisplayAttacher mc DisplayObject v1 Vector xOffset Number 0 yOffset Number 0 DisplayAttacher2 Creates and adds a DisplayAttacher to the engine FisixObject newDisplayAttacher2 mc DisplayObject v1 Vector v2 Vector angOff Number 0 mult Number 1 DisplayAttacher2 Creates and adds a DisplayAttacher2 to the engine FisixObject newDisplayAttacher3 mc DisplayObject v1 Vector v2 Vector v3 Vector angOff Number 0 mult Number 1 DisplayAttacher3 Creates and adds a DisplayAttacher3 to the engine FisixObject newDynamicSurface pA Particle pB Particle r Number 0 DynamicSurface Creates and adds a DynamicSurface in one line FisixObject newFisixObject FisixObject Creates and adds a FisixObject in one line FisixObject newGuideParticle x Number y Number GuideParticle Creates and adds a GuideParticle in one line FisixObject newMagnet force Number x Number y Number Magnet Creates and adds a Magnet in one line FisixObject newParticleAttacher mc DisplayObject particle Particle xOffset Number 0 yOffset Number 0 ParticleAttacher Creates and adds a ParticleAttacher to the engine FisixObject newSpringConstraint pA Particle pB Particle stiffness Number 0 5 restlength Number 1 SpringConstraint Creates and adds a SpringConstraint in one line FisixObject newStickConstraint pA Particle pB Particle restlength Number 1 StickConstraint Creates and adds a StickConstraint in one line FisixObject newSurface vA Vector vB Vector r Number 0 Surface Creates and adds a static Surface in one line FisixObject newSurfaceAttacher mc DisplayObject surface Surface angOff Number 0 mult Number 1 SurfaceAttacher Creates and adds a SurfaceAttacher to the engine FisixObject newThrust x Number y Number Vector Creates and adds a Thrust in one line FisixObject newWheelAttacher mc DisplayObject wheel WheelParticle angOff Number 0 mult Number 1 WheelAttacher Creates and adds a WheelAttacher to the engine FisixObject newWheelContainer x Number y Number rad Number innerDynamics Boolean true WheelContainer FisixObject newWheelParticle x Number y Number r Number WheelParticle Creates and adds a WheelParticle in one line FisixObject onInit void Called after the object is initiated by a FisixObject to which it was added CollisionObject pickParticle x Number y Number radius Number 0 CircleParticle Finds a particle located at the given position FisixObject pointForce point Vector force Number void Applies a force value on the object from the given point FisixObject removeConstraint c Constraint disposeObject Boolean false Constraint Removes a constraint previously added

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/resources/FractalTerrain.html (2016-02-08)
    Open archived version from archive

  • com.fileitup.fisixengine.particles.GuideParticle
    false CollisionObject mMass Number 1 Particle mMaterial String CollisionObject mStatic Boolean false CollisionObject myType String CollisionObject reactionMode int 0 CollisionObject useRaycasting Boolean false CollisionObject Public Methods Hide Inherited Public Methods Show Inherited Public Methods Method Defined by GuideParticle x Number y Number Creates a guide particle GuideParticle aabbIntersection obj CollisionObject Boolean Returns whether or not this object s AABB is intersecting with the given object s AABB CollisionObject addVelocity vel Vector void Allows you to explicitly increase decrease the velocity of the object Particle applyForce f Vector checkAA Boolean true void Applies a uniform force moving the entire object Particle applyForcePoint f Vector p Vector void Applies a force at the given point CollisionObject clone Object Particle dispose void Particle distanceSquaredTo d Particle Number Calculates the distance squared to another Particle Particle distanceTo d Particle Number Calculates the distance to another Particle Particle fireAfterCollision void CollisionObject fireOnCollision void CollisionObject fix f Boolean true void Another way of setting the value fixed CollisionObject getDetectionMode int CollisionObject 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 CollisionObject getReactionMode int CollisionObject integrate dt Number 1 void Integrates the object GuideParticle isStatic Boolean Returns a value indicating whether or not this object was made static CollisionObject makeStatic void Makes the object static CollisionObject move mX Number mY Number void Similar to thrust but does not change the object s velocity Particle moveTo mX Number mY Number ease Number 1 void Particle onInit void Called after the object is initiated by a FisixObject to which it was added CollisionObject pointForce point Vector force Number void Particle render g Graphics void Renders a primitive shape of the object to the given Graphics object GuideParticle renderBoundingBox g Graphics void Renders a rectangle representing the bounding box to the graphics object CollisionObject rotationalForce deg Number center Vector void Applies a force vector derived from the given angle value Particle rotationalThrust deg Number center Vector void Thrusts the object with a vector derived from the given angle value Particle 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 setPosition tX Number tY Number void Sets the position of the object in the given global position and resets it s acceleration and velocity Particle setReactionMode m int void Sets the collision reaction mode to be used by the object CollisionObject setVelocity vel Vector checkAA Boolean true void Allows you to explicitly set the velocity of the object Particle solveBoundsCollisions w BoundingBox void Used to keep the object within the given rectangular boundaries Particle solveReactions void Particle thrust tX Number tY Number checkAA Boolean true void Moves the object uniformly with the given x y values and adds the values to its velocity Particle thrustPoint tX Number tY Number p Vector void Unlike thrust which moves

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/particles/GuideParticle.html (2016-02-08)
    Open archived version from archive

  • com.fileitup.fisixengine.utils.IntersectionData
    com fileitup fisixengine utils Class public class IntersectionData Stores information about an intersection test This class is used internally by the engine Public Properties Property Defined by t1 Number IntersectionData Public Methods Method Defined by IntersectionData val1 Number val2 Number IntersectionData Property detail t1 property public var t1 Number Constructor detail IntersectionData constructor public function IntersectionData val1 Number val2 Number Parameters val1 Number val2 Number FisixEngine 0 5a Documentation For

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/IntersectionData.html (2016-02-08)
    Open archived version from archive

  • com.fileitup.fisixengine.utils.Line
    line by the given vector Line getNormal Vector Calculates the right hand normal of the vector Line pointOnLine t Number limitToEnds Boolean true Vector Finds a point on the line from a given percentage Line render g Graphics void Draws a line between the two points of the line on the given Graphics object Line Property detail distance property distance Number read only Also stores the length in lastDistance This is useful when retrieving the distance of a static line and trying to avoid redundant sqrt operations Implementation public function get distance Number lastDistance property public var lastDistance Number 0 lastNormal property public var lastNormal Vector vector property vector Vector read only Implementation public function get vector Vector vectorA property public var vectorA Vector Constructor detail Line constructor public function Line vA Vector vB Vector Parameters vA Vector vB Vector Method detail addVector method public function addVector v Vector void translates both vectors of the line by the given vector Parameters v Vector getNormal method public function getNormal Vector Calculates the right hand normal of the vector Returns Vector pointOnLine method public function pointOnLine t Number limitToEnds Boolean true Vector Finds a point on the line from a given percentage

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/Line.html (2016-02-08)
    Open archived version from archive

  • com.fileitup.fisixengine.primitives.Magnet
    a group of objects to only be magnetized by the magnet Magnet setPosition x Number y Number void This is the only way to manually set the position of the magnet Magnet unload void Removes the Magnet from the FisixObject it belongs to and disposes of it Magnet Property detail active property public var active Boolean true force property public var force Number parent property public var parent FisixObject pos property protected var pos Vector recursive property public var recursive Boolean true x property x Number read only Implementation public function get x Number y property y Number read only Implementation public function get y Number Constructor detail Magnet constructor public function Magnet cForce Number cPos Vector cParent FisixObject null Creates a Magnet Parameters cForce Number The force of the magnet Positive attracts and negative repells cPos Vector A vector representing the global position of the object Use any Particle s pos property as the argument to attach the magnet to that Object cParent FisixObject default null The parent of the magnet You don t need to specify this if you ll be using FisixEngine addMagnet Method detail attachToObject method public function attachToObject obj Particle void Attaches the Magent to a dynamic object This is the same as attaching it to the pos property of the Particle through attachToVector Parameters obj Particle See also com fileitup fisixengine core Particle pos attachToVector attachToVector method public function attachToVector v Vector void Attaches the Magnet to the given vector The magnet will be positioned where ever the vector is Parameters v Vector dispose method public function dispose void Cleans the object so that it may be picked up by the garbage collector To avoid errors do not call this method before removing the object from the engine or simply use unload See also

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/primitives/Magnet.html (2016-02-08)
    Open archived version from archive



  •