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  • com.fileitup.fisixengine.utils.RaycastData
    the ray intersected with first RaycastData collisionPoint Vector A position in global space where the ray touched the collisionObject RaycastData Public Methods Method Defined by RaycastData obj CollisionObject coll Vector normal Vector RaycastData Property detail collisionNormal property public var collisionNormal Vector collisionObject property public var collisionObject CollisionObject The object that the ray intersected with first collisionPoint property public var collisionPoint Vector A position in global space where the ray touched

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/RaycastData.html (2016-02-08)
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  • com.fileitup.fisixengine.utils.Raycaster
    holds the objects you d like to check against In most cases this will be an instance of FisixEngine start Vector A vector specifying the starting point of the ray end Vector A vector specifying where the ray ends you can also make it infinite through the infiniteRay argument see below rad Number default 0 The radius of the ray infiniteRay Boolean default false When set to true the ray checks for intersection beyond the specified end point recursive Boolean default true If the raytracing is recursive the ray will check intersection with all children FisixObjects of the given FisixObject If you are unsure which to use leave it as true Returns RaycastData The object that intersected first and the position of the collision If there was no intersection returns null See also raycastParticles raycastSurfaces raycastParticles method public static function raycastParticles container FisixObject start Vector end Vector rad Number 0 infiniteRay Boolean false recursive Boolean true RaycastData Checks intersection with all particles in the given FisixObject who s radius is greater than 0 Parameters container FisixObject A FisixObject which holds the objects you d like to check against In most cases this will be an instance of FisixEngine start Vector A vector specifying the starting point of the ray end Vector A vector specifying where the ray ends you can also make it infinite through the infiniteRay argument see below rad Number default 0 The radius of the ray infiniteRay Boolean default false When set to true the ray checks for intersection beyond the specified end point recursive Boolean default true If the raytracing is recursive the ray will check intersection with all children FisixObjects of the given FisixObject If you are unsure which to use leave it as true Returns RaycastData The object that intersected first and the position

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/Raycaster.html (2016-02-08)
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  • com.fileitup.fisixengine.collisions.ReactionModes
    account the object s material and updates its velocity after a collision Although this method is more accurate than NONE it is still not completely physically accurate as this engine is built for games which usually do onot require great accuracy as long as it looks good Example The following example demonstrates how to set an object s collision reaction mode import com fileitup fisixengine collisions import com fileitup fisixengine

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/collisions/ReactionModes.html (2016-02-08)
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  • com.fileitup.fisixengine.resources.Rope
    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 to the FisixObject FisixObject removeContainer c FisixContainer disposeObject Boolean

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/resources/Rope.html (2016-02-08)
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  • com.fileitup.fisixengine.utils.Sorter
    Particle int static Sorter surfaceSorter cA Surface cB Surface int static Sorter Method detail bubbleSort method public static function bubbleSort arr Array comp Function void Parameters arr Array comp Function collidableObjectSorter method public static function collidableObjectSorter objA CollisionObject objB CollisionObject int Parameters objA CollisionObject objB CollisionObject Returns int constraintSorter method public static function constraintSorter cA Constraint cB Constraint int Parameters cA Constraint cB Constraint Returns int FisixObjectSorter method public static

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/Sorter.html (2016-02-08)
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  • com.fileitup.fisixengine.constraints.SpringConstraint
    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 set max value Number void min property min Number write only 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 set min value Number void particleA property public var particleA Particle particleB property public var particleB Particle 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 min max values in other words the constraint is no longer bound to a range but only one value Implementation public function get restLength Number public function set restLength value Number void restLengthSquared property protected var restLengthSquared Number restMinSquared property protected var restMinSquared Number Constructor detail SpringConstraint constructor public function SpringConstraint pA Particle pB Particle tStiff Number 0 5 rLen Number 1 Creates a SpringConstraint object Parameters pA Particle the first object to constraint pB Particle the second object to constraint tStiff Number default 0 5 the stiffness of the constraint a value between 0 and 1 rLen Number default 1 the rest length of the constraint leave this at 1 to use the current distance between pA and pB Method detail constraintAll method public static function constraintAll fis FisixObject arr Array stiffness Number 0 5 breakPoint Number 0 void A static method for quickly constraining a list of objects to eachother Parameters fis FisixObject The FisixObject in which the constraints will be created arr Array An array of Particles to be constrained to eachother stiffness Number default 0 5 The stiffness of the created springs breakPoint Number default 0 The breakPoint of the created springs leave at 0 for unbreakable springs Example The following code constraints 4 particles to eachother to form a box var box FisixObject new FisixObject var p1 CircleParticle box newCircleParticle 0 0 20 var p2 CircleParticle box newCircleParticle 20 0 20 var p3 CircleParticle box newCircleParticle 20 20 20 var p4 CircleParticle box newCircleParticle 0 20 20 you can constraint all these particles like so SpringConstraint constraintAll box particles or like so SpringConstraint constraintAll p1 p2 p3 p4 constraintChain method public static function constraintChain fis FisixObject arr Array stiffness Number 0 5 breakPoint Number 0 void A static method for quickly constraining a list of objects in a chain The first

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/constraints/SpringConstraint.html (2016-02-08)
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  • com.fileitup.fisixengine.constraints.StickConstraint
    pA Particle pB Particle rLen Number 1 StickConstraint constraintAll fis FisixObject arr Array breakPoint Number 0 void static A static method for quickly constraining a list of objects to eachother StickConstraint constraintChain fis FisixObject arr Array breakPoint Number 0 void static A static method for quickly constraining a list of objects in a chain StickConstraint constraintTwoLists fis FisixObject arrA Array arrB Array breakPoint Number 0 void static A static method for quickly constraining two lists of of objects to eachother StickConstraint dispose void SpringConstraint getAngle Number SpringConstraint render g Graphics void SpringConstraint setMinMax minimum Number maximum Number void Sets both min and max values in one line Constraint solve void SpringConstraint unload void Constraint Protected Methods Hide Inherited Protected Methods Show Inherited Protected Methods Method Defined by breakConstraint void Constraint onBreak void Constraint onUnload void Constraint solveConstraint len Number len2 Number void SpringConstraint Property detail stiffness property stiffness Number read write This property is always 1 and cannot be changed Implementation public function get stiffness Number public function set stiffness value Number void Constructor detail StickConstraint constructor public function StickConstraint pA Particle pB Particle rLen Number 1 Parameters pA Particle pB Particle rLen Number default 1 Method detail constraintAll method public static function constraintAll fis FisixObject arr Array breakPoint Number 0 void A static method for quickly constraining a list of objects to eachother Parameters fis FisixObject The FisixObject in which the constraints will be created arr Array An array of Particles to be constrained to eachother breakPoint Number default 0 The breakPoint of the created springs leave at 0 for unbreakable springs See also SpringConstraint constraintAll constraintChain method public static function constraintChain fis FisixObject arr Array breakPoint Number 0 void A static method for quickly constraining a list of objects in a chain The first particle will be constrained

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/constraints/StickConstraint.html (2016-02-08)
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  • com.fileitup.fisixengine.primitives.Surface
    Surface applyForcePoint f Vector p Vector void Applies a force at the given point Surface dispose void Surface 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 CollisionObject massOnSurface t Number Number This method is not used on static surfaces because their mass is always infinite Surface 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 Moves the object uniformly with the given x y values and adds the values to its velocity CollisionObject thrustAt tX Number tY Number t Number void Not used on static surfaces Surface 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 Surface 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 length property public var length Number line property public var line Line radius property public var radius Number vectorA property public var vectorA Vector Constructor detail Surface constructor public function Surface pA Vector pB Vector r Number 0 Creates a Surface object To conserve memory all static surfaces should be composed of regular Vector objects If you would like the surface

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