This group accepts FoxObject exclusively for parent transform

Think of it as being a layer you can move, and other objects will move with it inside

Constructor

new()

Variables

@:value([])members:Array<FoxObject> = []

@:value(new FlxTypedSignalImpl())finalonMemberAdded:FlxTypedSignalImpl<(member:FoxObject) ‑> Void> = new FlxTypedSignalImpl()

@:value(new FlxTypedSignalImpl())finalonMemberRemoved:FlxTypedSignalImpl<(member:FoxObject) ‑> Void> = new FlxTypedSignalImpl()

read onlylength:Int

Methods

insert(pos:Int, member:FoxObject):FoxObject

@:value({ splice : false })remove(member:FoxObject, splice:Bool = false):FoxObject

@:value({ index : -1 })setOrder(member:FoxObject, index:Int = -1):FoxObject

Changes the index of a member so it's processed before or after other members

If index is smaller than 0, the member will move to the start of the list.

If the index exceeds member count, the member will move to the end of the list.

Note: If there index is a free null space, the object will occupy it.

Note 2: This doesn't affect anything visually aside from transformations, if you want members to show over other members, configure their materials or render passes

getByName(name:String):Array<FoxObject>

@:value({ recurse : false })inlineforEach(func:(member:FoxObject) ‑> Void, recurse:Bool = false):Void

inlineiterator():ArrayIterator<FoxObject>

inlinekeyValueIterator():ArrayKeyValueIterator<FoxObject>

privateget_length():Int

Inherited Variables

Defined by FoxObject

parent:FoxObject

If set, will adapt parent transform. Make sure the parent has a higher priority so it updates in order

position:Vector3D

@:value(new Vector3D())rotation:Vector3D = new Vector3D()

@:value(new Vector3D(1, 1, 1))scale:Vector3D = new Vector3D(1, 1, 1)

x:Float

y:Float

z:Float

angleX:Float

angleY:Float

angleZ:Float

@:value(new Matrix3D())transform:Matrix3D = new Matrix3D()

This is the global transform for this Object, it encodes position, rotation and scale in a 4x4 matrix

@:value(new Vector3D())read onlyglobalPosition:Vector3D = new Vector3D()

@:value(new Vector3D())read onlyglobalRotation:Vector3D = new Vector3D()

@:value(new Vector3D())read onlyglobalScale:Vector3D = new Vector3D()

Defined by FoxBasic

@:value("FoxBasic")name:String = "FoxBasic"

@:value(true)visible:Bool = true

@:value(true)active:Bool = true

@:value(null)scene:FoxScene = null

@:value(false)__destroyed:Bool = false

animation:FoxAnimationPlayer

An animation controller for this basic. Although properties have to be manually linked, this is intended to be a general-purpose animator for this object

Inherited Methods

Defined by FoxObject

@:value({ z : 0, y : 0, x : 0 })inlinesetPosition(x:Float = 0, y:Float = 0, z:Float = 0):Void

@:value({ z : 0, y : 0, x : 0 })inlinesetRotation(x:Float = 0, y:Float = 0, z:Float = 0):Void

@:value({ z : 0, y : 0, x : 0 })inlinesetAngle(x:Float = 0, y:Float = 0, z:Float = 0):Void

Same as setRotation() but for angle degrees.

inlinesetAngleFromVector(angles:Vector3D):Void

Sets the object's angle degrees from a Vector3D

getAngle(?output:Vector3D):Vector3D

Gets the object's rotation as degrees, as a Vector3D

Parameters:

output

(Optional) the output vector to store the angles without allocating a new one

Returns:

a Vector3D containing angleX, angleY and angleZ

@:value({ w : 1, z : 0, y : 0, x : 0 })setRotationQuaternion(x:Float = 0, y:Float = 0, z:Float = 0, w:Float = 1):Vector3D

Sets the object's rotation from a Quaternion, which is needed for accurate rotation representation when interpolating.

How dows it work? hell if i know

inlinesetRotationQuaternionFromVector(quat:Vector3D):Vector3D

@:value({ z : 1, y : 1, x : 1 })inlinesetScale(x:Float = 1, y:Float = 1, z:Float = 1):Void

copyComponentsFrom(object:FoxObject):Void

Copies position, rotation and scale from another FoxObject, so the other object's components doesn't affect this one when changing them

privateget_globalPosition():Vector3D

privateget_globalRotation():Vector3D

privateget_globalScale():Vector3D

privateget_x():Float

privateget_y():Float

privateget_z():Float

privateinlineset_x(v:Float):Float

privateinlineset_y(v:Float):Float

privateinlineset_z(v:Float):Float

privateset_angleX(v:Float):Float

privateset_angleY(v:Float):Float

privateset_angleZ(v:Float):Float

privateget_angleX():Float

privateget_angleY():Float

privateget_angleZ():Float