Packageorg.flintparticles.threeD.actions
Classpublic class GravityWell
InheritanceGravityWell Inheritance ActionBase Inheritance Object
Subclasses AntiGravity

The GravityWell action applies a force on the particle to draw it towards a single point. The force applied is inversely proportional to the square of the distance from the particle to the point.



Public Properties
 PropertyDefined By
  epsilon : Number
The minimum distance for which the gravity force is calculated.
GravityWell
  position : Vector3D
The x coordinate of the center of the gravity force.
GravityWell
  power : Number
The strength of the gravity force.
GravityWell
 Inheritedpriority : int
Returns a default priority of 0 for this action.
ActionBase
  x : Number
The x coordinate of the point that the force pulls the particles towards.
GravityWell
  y : Number
The y coordinate of the point that the force pulls the particles towards.
GravityWell
  z : Number
The z coordinate of the point that the force pulls the particles towards.
GravityWell
Protected Properties
 PropertyDefined By
 Inherited_priority : int = 0
ActionBase
Public Methods
 MethodDefined By
  
GravityWell(power:Number = 0, position:Vector3D = null, epsilon:Number = 100)
The constructor creates a GravityWell action for use by an emitter.
GravityWell
 Inherited
addedToEmitter(emitter:Emitter):void
This method does nothing.
ActionBase
 Inherited
This method does nothing.
ActionBase
  
update(emitter:Emitter, particle:Particle, time:Number):void
[override] This method does nothing.
GravityWell
Property Detail
epsilonproperty
epsilon:Number

The minimum distance for which the gravity force is calculated. Particles closer than this distance experience the gravity as it they were this distance away. This stops the gravity effect blowing up as distances get small.


Implementation
    public function get epsilon():Number
    public function set epsilon(value:Number):void
positionproperty 
position:Vector3D

The x coordinate of the center of the gravity force.


Implementation
    public function get position():Vector3D
    public function set position(value:Vector3D):void
powerproperty 
power:Number

The strength of the gravity force.


Implementation
    public function get power():Number
    public function set power(value:Number):void
xproperty 
x:Number

The x coordinate of the point that the force pulls the particles towards.


Implementation
    public function get x():Number
    public function set x(value:Number):void
yproperty 
y:Number

The y coordinate of the point that the force pulls the particles towards.


Implementation
    public function get y():Number
    public function set y(value:Number):void
zproperty 
z:Number

The z coordinate of the point that the force pulls the particles towards.


Implementation
    public function get z():Number
    public function set z(value:Number):void
Constructor Detail
GravityWell()Constructor
public function GravityWell(power:Number = 0, position:Vector3D = null, epsilon:Number = 100)

The constructor creates a GravityWell action for use by an emitter. To add a GravityWell to all particles created by an emitter, use the emitter's addAction method.

Parameters
power:Number (default = 0) — The strength of the force - larger numbers produce a stringer force.
 
position:Vector3D (default = null) — The point towards which the force draws the particles.
 
epsilon:Number (default = 100) — The minimum distance for which gravity is calculated. Particles closer than this distance experience a gravity force as it they were this distance away. This stops the gravity effect blowing up as distances get small. For realistic gravity effects you will want a small epsilon ( ~1 ), but for stable visual effects a larger epsilon (~100) is often better.

See also

Method Detail
update()method
override public function update(emitter:Emitter, particle:Particle, time:Number):void

This method does nothing. All derived classes override this method to update each particle every frame.

Parameters

emitter:Emitter — The Emitter that created the particle.
 
particle:Particle — The particle to be updated.
 
time:Number — The duration of the frame - used for time based updates.