Package | com.fileitup.fisixengine.surfaces |
Class | public class DynamicSurface |
Inheritance | DynamicSurface ![]() ![]() |
Property | Defined by | ||
---|---|---|---|
![]() | active : Boolean = true 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 | CollisionObject | |
![]() | bounce : Number = .5 The object's coefficient of reinstiturion.
| CollisionObject | |
![]() | collidable : Boolean = true Tells the engine whether or not to check collisions against this object
You may set this value at any time during the sumulation to turn collision detection on/off for this object
| CollisionObject | |
![]() | color : int = -1 The object's rendering color.
| CollisionObject | |
![]() | dynamicObjectCollisions : Boolean = false | CollisionObject | |
![]() | fixed : Boolean A fixed CollisionObject is never influenced by collisions
You may change this value at any time
| CollisionObject | |
![]() | friction : Number = 0 The object's coefficient of friction.
| CollisionObject | |
![]() | inheritAttributesOnAdd : Boolean = true | CollisionObject | |
![]() | lastCollision : CollisionData
An internal object which stores the information of the object's last collision
| CollisionObject | |
![]() | length : Number | Surface | |
![]() | line : Line | Surface | |
![]() | magnetic : Boolean = true If true, the object is affected by magnets
| CollisionObject | |
![]() | minX : Number Hold the dimensions of the object's bounding box.
| CollisionObject | |
![]() | name : String = "" | CollisionObject | |
![]() | parent : FisixObject
The parent of the object.
| CollisionObject | |
particleA : Particle | DynamicSurface | ||
particleB : Particle | DynamicSurface | ||
![]() | radius : Number | Surface | |
![]() | 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 | |
![]() | vectorA : Vector | Surface |
Method | Defined by | ||
---|---|---|---|
Creates a DynamicSurface object
| DynamicSurface | ||
![]() |
aabbIntersection(obj:CollisionObject):Boolean
Returns whether or not this object's AABB is intersecting with the given object's AABB
| CollisionObject | |
applyForce(f:Vector, checkAA:Boolean = true):void
Applies a force to both end points of the surface.
| DynamicSurface | ||
applyForceAt(f:Vector, t:Number):void
Similar to thrustAt(), but adds to the object's acceleration instead of its position.
| DynamicSurface | ||
Similar to thrustPoint(), but adds to the object's acceleration instead of its position.
| DynamicSurface | ||
dispose():void
| DynamicSurface | ||
![]() |
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 | |
![]() |
| Surface | |
![]() |
getReactionMode():int
| CollisionObject | |
![]() |
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.
| DynamicSurface | ||
massOnSurface(t:Number):Number
Returns the intepolated mass on the surface from the mass of its two points.
| DynamicSurface | ||
![]() |
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
Applies a thrust to both end points of the surface.
| DynamicSurface | ||
thrustAt(tX:Number, tY:Number, t:Number):void
Thrusts the Surface at the given 't' value with the given x/y thrusts
| DynamicSurface | ||
thrustPoint(tX:Number, tY:Number, p:Vector):void
Thrusts the Surface at the given point with the given x/y thrusts
| DynamicSurface | ||
![]() |
unload():void
Removes the object from the engine and disposes of it.
| CollisionObject | |
![]() |
updateBoundingBox():void
Updates the bounding box of the object.
| Surface |
particleA | property |
public var particleA:Particle
particleB | property |
public var particleB:Particle
DynamicSurface | () | constructor |
public function DynamicSurface(pA:Particle, pB:Particle, rad:Number = 0)
Creates a DynamicSurface object
ParameterspA: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.
|
|
rad:Number (default = 0 ) — The radius of the surface
|
applyForce | () | method |
public override function applyForce(f:Vector, checkAA:Boolean = true):void
Applies a force to both end points of the surface.
Parametersf:Vector |
|
checkAA:Boolean (default = true )
|
applyForceAt | () | method |
public override function applyForceAt(f:Vector, t:Number):void
Similar to thrustAt(), but adds to the object's acceleration instead of its position. Use this method to avoid penetrations with other objects.
Parametersf:Vector |
|
t:Number |
See also
applyForcePoint | () | method |
public override function applyForcePoint(f:Vector, p:Vector):void
Similar to thrustPoint(), but adds to the object's acceleration instead of its position. Use this method to avoid penetrations with other objects.
Parametersf:Vector |
|
p:Vector |
See also
dispose | () | method |
public override function dispose():void
makeStatic | () | method |
public override function makeStatic():void
Makes the object static. Once this function is called, an object cannot be made dynamic again. By calling this you are telling the engine that this object will never move. This helps to optimize collision detection with things like terrains and unmovable obstacles
massOnSurface | () | method |
public override function massOnSurface(t:Number):Number
Returns the intepolated mass on the surface from the mass of its two points.
Parameterst:Number — A value between 0 - 1 representing a point on te surface.
|
Number |
thrust | () | method |
public override function thrust(tX:Number, tY:Number, checkAA:Boolean = true):void
Applies a thrust to both end points of the surface.
ParameterstX:Number |
|
tY:Number |
|
checkAA:Boolean (default = true )
|
thrustAt | () | method |
public override function thrustAt(tX:Number, tY:Number, t:Number):void
Thrusts the Surface at the given 't' value with the given x/y thrusts
ParameterstX:Number — The x component of the thrust
|
|
tY:Number — the y component of the thrust
|
|
t:Number — A value between 0-1 representing a point on the surface. If you prefer, you can use thrustPoint() to define a point in global space.
|
See also
thrustPoint | () | method |
public override function thrustPoint(tX:Number, tY:Number, p:Vector):void
Thrusts the Surface at the given point with the given x/y thrusts
ParameterstX:Number — The x component of the thrust
|
|
tY:Number — the y component of the thrust
|
|
p:Vector — A vector representing a point in global space. This point should be on the surface, but if it's not it will be cliped to it.
|
See also