API Panel.Position
From Flowcode Help
Jump to navigationJump to search<sidebar>API Contents</sidebar> Coordinate manipulation functions
This class is contained within Panel.
Contents
Sub-classes provided for this class
Math | Coordinate maths functions |
Camera | Camera positioning |
Functions provided for this class
Get | Gets a handle to an object representing the components current position |
GetOrigin | Gets a handle to an empty position |
Set | Sets an objects position based on a component or pre-defined position |
SetCoords | Sets an objects coordinates based on a position |
SetScale | Sets an objects scale based on a position |
SetRotation | Sets an objects orientation based on a position |
GetBox | Gets a handle to an object representing the components bounding box position |
Morph | Blends positions from two sources to a destination |
Animate | Blends positions from two sources to a destination over time |
StopAnimate | Stops all animations started by this component |
MoveAlong | Moves the object by the given offset relative to its parent along an axis |
MoveBy | Moves the object by the given offset relative to its parent |
MoveTo | Moves the object to the given coordinates relative to its parent |
ScaleTo | Sets the objects scale to a value |
ScaleUp | Multiplies the objects scale by a value |
ScaleDown | Divides the objects scale by a value |
RotateTo | Rotates the object to the given rotation |
RotateAlong | Rotates the object by the given rotation along an axis |
RotateX | Rotates the object around the X axis |
RotateY | Rotates the object around the Y axis |
RotateZ | Rotates the object around the Z axis |
GetCoords | Returns the positions coordinates in (X,Y,Z) array |
GetScale | Returns the positions scale in (X,Y,Z) array |
GetQuat | Returns the positions quaternion in (X,Y,Z,W) array |
GetEuler | Returns the positions euler angles in (P,Y,R) array |
Examples
Moving a panel item
Simple example showing how to detect for collisions between objects on the panel. An object moves back and forth between two fixed objects. Each time the moving object hits a static object it will change it's direction.
See also
No additional information