A B C D E F G H I J K L M N O P Q R S T U V W X Y Z | |
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 |
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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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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |