User Guide

ADOBE ATMOSPHERE 291
User Guide
position
The position of the object as a Vector.
// set the position of the object to a known anchor
myObject.position = myAnchor3.position;
orientation
The rotational orientation of the object (as a Rotation).
// set the orientation of the object to a known anchor
myObject.orientation = myAnchor3.orientation;
transform
The Transform is the combined position and orientation of the object.
// set the transform of the object to a known anchor
myObject.transform = myAnchor3.transform;
worldSpacePosition
The worldSpacePosition of the object as a Vector.
// set the worldSpacePosition of the object to a known anchor
myObject.worldSpacePosition = myAnchor3.worldSpacePosition;
worldSpaceOrientation
The worldSpaceOrientation of the object (as a Rotation).
// set the worldSpaceOrientation of the object to a known anchor
myObject.worldSpaceOrientation = myAnchor3.worldSpaceOrientation;
worldSpaceTransform
The worldSpaceTransform is the combined worldSpacePosition and worldSpaceOrientation of the object.
// set the worldSpaceTransform of the object to a known anchor
myObject.worldSpaceTransform = myAnchor3.worldSpaceTransform;
PhysicalModel
The PhysicalModel module enables JavaScript to apply physically accurate motions to SceneGroups, solid objects,
surface objects, and Viewpoint objects. Once a physical model has been created from a object, it will respond to real
world dynamics as you assign them including collisions, external forces and constraints.
The physics processing engine attempts to be effi cient when calculating the movement of many objects. As a act of
effi ciency, a physical model will become “deactivated” if it’s velocity stays at a low level for a signifi cant length of
time. Therefore, just prior to forcibly setting a velocity or acceleration for a physical model, you should set the ‘active’
property to ‘true’ to begin processing of the object once again in the event that it has come to rest. Another alternative
is to call the method disableDeactivation()’ for the object, which will cause it processed at all times. Be aware that
calling this method for many objects may reduce performance.