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.materials.Material
    when rendering an object with this material Material friction Number read only Coefficient of friction Material traction Number read only The traction of wheels to the object Material Public Methods Method Defined by Material n String f Number b Number t Number 1 c int 1 Material Property detail bounce property bounce Number read only Coefficient of reinstitution A number between 0 1 0 represents a clay or rock like material and 1 a very bouncy rubber like once Implementation public function get bounce Number color property color int read only Color to be used when rendering an object with this material Implementation public function get color int friction property friction Number read only Coefficient of friction A number between 0 1 0 represents an icy surface and 1 a surface with full friction Implementation public function get friction Number traction property traction Number read only The traction of wheels to the object 0 represents no traction and 1 full traction Implementation public function get traction Number Constructor detail Material constructor public function Material n String f Number b Number t Number 1 c int 1 Parameters n String The name of the material ie Wood ice metal etc f

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


  • com.fileitup.fisixengine.materials.MaterialFactory
    which have already been assigned the material MaterialFactory Method detail addMaterial method public static function addMaterial name String friction Number bounce Number traction Number 1 color int 1 void Adds a material to be used in the simulation Parameters name String The name of the material to be used when setting an object s material friction Number The coefficient of friction of the object between 0 and 1 0 represents no friction ice like and 1 is full friction very thick sandpaper perhaps bounce Number A number between 0 and 1 that represents the coefficient of reinstitution 0 represents an object which doesn t bounce clay like and 1 would be a super rubber ball that never loses energy traction Number default 1 A number between 0 and 1 that represents the traction of a wheel to a surface If the material is assigned to a surface it will affect wheels traction when colliding with it If assigned to a wheel the value affects the wheel s traction with everything else 0 represents no traction ice like and 1 represents full traction a good very road surface color int default 1 You may set this value to have the engine

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

  • com.fileitup.fisixengine.utils.MathEngine
    Number y2 Number Number static MathEngine linesIntersection line1 Line line2 Line IntersectionData static MathEngine linesIntersectionBool line1 Line line2 Line Boolean static MathEngine linesIntersectionVector line1 Line line2 Line Vector static MathEngine pointToLineDirection p Vector vA Vector vB Vector int static MathEngine Public Constants Constant Defined by toDeg Number static MathEngine toRad Number static MathEngine Method detail angleBetweenVectors method public static function angleBetweenVectors v1 Vector v2 Vector fullCircle Boolean true Number Parameters v1 Vector v2 Vector fullCircle Boolean default true Returns Number closestPointOnLine method public static function closestPointOnLine point Vector line Line limitEnds Boolean false Number Parameters point Vector line Line limitEnds Boolean default false Returns Number closestPointOnLineVector method public static function closestPointOnLineVector point Vector line Line limitEnds Boolean true Vector Parameters point Vector line Line limitEnds Boolean default true Returns Vector closestPointsOnLines method public static function closestPointsOnLines line1 Line line2 Line Object Parameters line1 Line line2 Line Returns Object getAngle method public static function getAngle x1 Number y1 Number x2 Number y2 Number Number Parameters x1 Number y1 Number x2 Number y2 Number Returns Number linesIntersection method public static function linesIntersection line1 Line line2 Line IntersectionData Parameters line1 Line line2 Line Returns IntersectionData linesIntersectionBool method public static function linesIntersectionBool line1 Line

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

  • com.fileitup.fisixengine.utils.MouseAttacher
    FisixEngine MouseAttacher Public Methods Method Defined by MouseAttacher obj Particle mouse DisplayObject easing Number Creates a MouseAttacher object MouseAttacher dispose void Disposes of the MouseAttacher MouseAttacher unload void Removes the MouseAttacher from the simulation and disposes of it MouseAttacher update void Updates the attached Particle MouseAttacher Property detail active property public var active Boolean true dynamicObject property public var dynamicObject Particle ease property public var ease Number mouseObject property public var mouseObject DisplayObject parent property public var parent FisixEngine Constructor detail MouseAttacher constructor public function MouseAttacher obj Particle mouse DisplayObject easing Number Creates a MouseAttacher object Parameters obj Particle The object you d like to attach to the mouse ie Particle Polygon mouse DisplayObject A Flash Particle to get the mouse coordinates from ie root easing Number A value 1 or greater which specifies the amount of easing to apply to the force added to the object 1 means no easing at all while higher values represent higher easing Method detail dispose method public function dispose void Disposes of the MouseAttacher Use this method only after you have removed the Attacher from the simulation Or simply use unload See also unload unload method public function unload void Removes the MouseAttacher

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

  • com.fileitup.fisixengine.primitives.Particle
    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 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 thrustTo tX Number tY Number ease Number 1 void Thrusts the object to the given position in global space Particle thrustVector v Vector void Same as thrust but takes in a vector instead of an x and y value Particle unload void Removes the object from the engine and disposes of it CollisionObject updateBoundingBox void Updates the bounding box of the object Particle 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 afterIntegrate dt Number void Override this method to perform checks after the object is integrated on every frame Particle afterUnload void Override this method to perform actions after the object has been unloaded CollisionObject beforeIntegrate dt Number void Override this method to perform checks before the object is integrated on every frame Particle 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 setMaxVel v Number void Particle Property detail accel property public var accel Vector A vector which stores the current acceleration vector of the object inverseMass property inverseMass Number read only Used for engine calculations Implementation public function get inverseMass Number mass property mass Number read write The mass of the object between 0 infinity Implementation public function get mass Number public function set mass value Number void maxVel property protected var maxVel Number mMass property protected var mMass Number 1 old property public var old Vector A vector which stores the position of the object before the last integration in global space old2 property public var old2 Vector A vector representing the object s speed This vector should never be modified manually pos property public var pos Vector A vector which stores the position of the object in global coordinates velocity property public var velocity Vector Constructor detail Particle constructor public function Particle x Number y Number Parameters x Number y Number Method detail addVelocity method public function addVelocity vel Vector void Allows you to explicitly

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

  • com.fileitup.fisixengine.graphics.ParticleAttacher
    Methods Method Defined by ParticleAttacher disp DisplayObject obj Particle xOffset Number 0 yOffset Number 0 Creates a ParticleAttacher ParticleAttacher 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 Constructor detail ParticleAttacher constructor public function ParticleAttacher disp DisplayObject obj Particle xOffset Number 0 yOffset Number 0 Creates a ParticleAttacher Parameters disp DisplayObject A

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

  • com.fileitup.fisixengine.particles.PolygonParticle
    object CollisionObject pos Vector A vector which stores the position of the object in global coordinates Particle raycast Boolean An internal property used by the engine CollisionObject traction Number 1 The object s traction CollisionObject type String A string representing the type of object you are dealing with CollisionObject velocity Vector Particle Protected Properties Hide Inherited Protected Properties Show Inherited Protected Properties Property Defined by detectionMode int 0 CollisionObject maxVel Number Particle mFixed Boolean 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 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 Particle 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 CollisionObject 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

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

  • com.fileitup.fisixengine.resources.Projectile
    void Applies a force at the given point on the rim of the circle Unlike applyForce this method applies only the force perpendicular to the collision normal which yields more accurate looking results CircleParticle 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 Gets the tangent to the circle at the given global position CircleParticle getReactionMode int CollisionObject integrate dt Number 1 void Integrates the object Particle 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 Overriden from parent should not be called Projectile pointForce point Vector force Number void Particle render g Graphics void Renders a primitive shape of the object to the given Graphics object CircleParticle 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 CircleParticle 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 setRadius r Number void CircleParticle 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 shoot force Vector void Shoots the projectile with the given force vector Projectile shootAngle deg Number speed Number void Shoots the projectile at the given angle with the given speed Projectile solveBoundsCollisions w BoundingBox void Used to keep the object within the given rectangular boundaries CircleParticle 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 Similar to applyForcePoint but affects the object s position rather than its acceleration CircleParticle thrustTo tX Number tY Number ease Number 1 void Thrusts the object to the given position in global space Particle thrustVector v Vector void Same as thrust but takes in

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



  •