549
resolve
Syntax
member(
whichCastmember
).model(
whichModel
).collision.resolve
Description
3D collision property; allows you to get or set whether collisions are resolved when two models
collide. If this property is set to
TRUE
for both models involved in a collision, both models come to
a stop at the point of collision. If only one of the models has the
resolve
property set to
TRUE
, that
model comes to a stop, and the model with the property not set, or set to
FALSE
, continues to
move. The default value for this property is
TRUE.
Example
The following statement sets the
resolve
property of the collision modifier applied to the model
named Box to
TRUE
. When the model named Box collides with another model that has the
#collision
modifier attached, it will stop moving.
member("3d world").model("Box").collision.resolve = TRUE
See also
collisionData
,
collisionNormal
,
modelA
,
modelB
,
pointOfContact
resolveA
Syntax
collisionData.resolveA(
bResolve
)
Description
3D collision method; overrides the collision behavior set by the
collision.resolve
property for
collisionData.modelA
. If
bResolve
is
TRUE
, then the collision for the modelA is resolved, if
bResolve
is
FALSE
the collision for modelA is not resolved. Call this function only if you wish to
override the behavior set for modelA using
collision.resolve
.
See also
collisionData
,
registerScript()
,
resolve
,
modelA
,
setCollisionCallback()
resolveB
Syntax
collisionData.resolveB(
bResolve
)
Description
3D collision method; overrides the collision behavior set by the
collision.resolve
property for
collisionData.modelB
. If
bResolve
is
TRUE
, then the collision for modelB is resolved, if
bResolve
is
FALSE
the collision for the modelB is not resolved. Call this function only if you wish to override
the behavior set for modelB using
collision.resolve.
See also
collisionData
,
resolve
,
registerScript()
,
modelB
,
setCollisionCallback()
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