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aabbIntersection(obj:com.fileitup.fisixengine.core:CollisionObject) — Method in class com.fileitup.fisixengine.core.CollisionObject
Returns whether or not this object's AABB is intersecting with the given object's AABB
accel — Property in class com.fileitup.fisixengine.primitives.Particle
A vector which stores the current acceleration vector of the object
active — Property in class com.fileitup.fisixengine.core.CollisionObject
Tells the engine whether or not to treat this object as a part of the simulation
This value may be changed at any time during the simulation
active — Property in class com.fileitup.fisixengine.primitives.Magnet
active — Property in class com.fileitup.fisixengine.utils.MouseAttacher
add(v:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.core.Vector
Vector addition.
addConstraint(c:com.fileitup.fisixengine.primitives:Constraint) — Method in class com.fileitup.fisixengine.core.FisixObject
Adds a constraint to the engine from an object previously instanciated.
addContainer(c:com.fileitup.fisixengine.primitives:FisixContainer) — Method in class com.fileitup.fisixengine.core.FisixObject
Adds a container to the FisixObject.
addDisplayAttacher(d:com.fileitup.fisixengine.graphics:DisplayAttacher) — Method in class com.fileitup.fisixengine.core.FisixObject
Use to add a DisplayAttacher object to the simulation
addMagnet(m:com.fileitup.fisixengine.primitives:Magnet) — Method in class com.fileitup.fisixengine.core.FisixObject
Adds a Magnet Object to the simulation.
addMaterial(name, friction, bounce, traction, color) — Static method in class com.fileitup.fisixengine.materials.MaterialFactory
Adds a material to be used in the simulation
addMouseAttacher(m:com.fileitup.fisixengine.utils:MouseAttacher) — Method in class com.fileitup.fisixengine.core.FisixEngine
Use to add a MouseAttacher object to the simulation
addObject(obj:com.fileitup.fisixengine.core:CollisionObject) — Method in class com.fileitup.fisixengine.core.FisixObject
Used to add an object instantiated by the user to the object.
addThrust(t:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.core.FisixObject
Adds a thrust to the engine.
addVector(v:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.utils.Line
translates both vectors of the line by the given vector
addVelocity(vel:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.primitives.Particle
Allows you to explicitly increase/decrease the velocity of the object.
afterChildCollision(child:com.fileitup.fisixengine.core:CollisionObject, data:com.fileitup.fisixengine.collisions:CollisionData) — Method in class com.fileitup.fisixengine.core.FisixObject
afterCollision(data:com.fileitup.fisixengine.collisions:CollisionData) — Method in class com.fileitup.fisixengine.core.CollisionObject
Override this function to perform an action after a collision is resolved
afterCollision(data:com.fileitup.fisixengine.collisions:CollisionData) — Method in class com.fileitup.fisixengine.resources.CircleParticleConveyor
afterCollision(d:com.fileitup.fisixengine.collisions:CollisionData) — Method in class com.fileitup.fisixengine.resources.Projectile
Overriden from parent, should not be called.
afterCollision(data:com.fileitup.fisixengine.collisions:CollisionData) — Method in class com.fileitup.fisixengine.resources.SurfaceConveyor
afterIntegrate(dt) — Method in class com.fileitup.fisixengine.primitives.Particle
Override this method to perform checks after the object is integrated on every frame.
afterUnload() — Method in class com.fileitup.fisixengine.core.CollisionObject
Override this method to perform actions after the object has been unloaded.
anchor — Property in class com.fileitup.fisixengine.graphics.DisplayAttacher
anchor2 — Property in class com.fileitup.fisixengine.graphics.DisplayAttacher2
angle — Property in class com.fileitup.fisixengine.particles.WheelParticle
The absolute angle of the wheel in degrees.
angleBetweenVectors(v1:com.fileitup.fisixengine.core:Vector, v2:com.fileitup.fisixengine.core:Vector, fullCircle) — Static method in class com.fileitup.fisixengine.utils.MathEngine
angleTo(v:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.core.Vector
Calculates the angle between this vector to another
AngularConstraint — Class in package com.fileitup.fisixengine.constraints
A constraint which holds 3 objects within the given relative angles.
AngularConstraint(pA:com.fileitup.fisixengine.primitives:Particle, pB:com.fileitup.fisixengine.primitives:Particle, pC:com.fileitup.fisixengine.primitives:Particle, minA, maxA, breakingPoint) — Constructor in class com.fileitup.fisixengine.constraints.AngularConstraint
Creates an AngularConstraint object.
applyForce(f:com.fileitup.fisixengine.core:Vector, checkAA) — Method in class com.fileitup.fisixengine.core.CollisionObject
Applies a uniform force, moving the entire object.
applyForce(f:com.fileitup.fisixengine.core:Vector, checkAA) — Method in class com.fileitup.fisixengine.core.FisixObject
Applies a force to all of the dynamic objects within the FisixObject
applyForce(f:com.fileitup.fisixengine.core:Vector, checkAA) — Method in class com.fileitup.fisixengine.primitives.Particle
Applies a uniform force, moving the entire object.
applyForce(f:com.fileitup.fisixengine.core:Vector, checkAA) — Method in class com.fileitup.fisixengine.surfaces.DynamicSurface
Applies a force to both end points of the surface.
applyForceAt(f:com.fileitup.fisixengine.core:Vector, t) — Method in class com.fileitup.fisixengine.primitives.Surface
Not used on static surfaces
applyForceAt(f:com.fileitup.fisixengine.core:Vector, t) — Method in class com.fileitup.fisixengine.surfaces.DynamicSurface
Similar to thrustAt(), but adds to the object's acceleration instead of its position.
applyForcePoint(f:com.fileitup.fisixengine.core:Vector, p:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.core.CollisionObject
Applies a force at the given point.
applyForcePoint(force:com.fileitup.fisixengine.core:Vector, p:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.particles.CircleParticle
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.
applyForcePoint(force:com.fileitup.fisixengine.core:Vector, p:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.particles.WheelParticle
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.
applyForcePoint(f:com.fileitup.fisixengine.core:Vector, p:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.primitives.Surface
Applies a force at the given point.
applyForcePoint(f:com.fileitup.fisixengine.core:Vector, p:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.surfaces.DynamicSurface
Similar to thrustPoint(), but adds to the object's acceleration instead of its position.
ArrayUtils — Class in package com.fileitup.fisixengine.utils
Provides static methods for array manipulation.
attachToObject(obj:com.fileitup.fisixengine.primitives:Particle) — Method in class com.fileitup.fisixengine.primitives.Magnet
Attaches the Magent to a dynamic object.
attachToVector(v:com.fileitup.fisixengine.core:Vector) — Method in class com.fileitup.fisixengine.primitives.Magnet
Attaches the Magnet to the given vector.
axisAligned — Property in class com.fileitup.fisixengine.core.FisixObject
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.
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