User Guide
300 APPENDIX E
be set to zero. Note that it is not recommended that you set this value in a timestep, meaning to set a new value
every frame. The most dependable method for moving a Physical Model (apart from using constraints or the
collision with another object) is to use the ‘ApplyImpulse()’ methods.
anchorA = stageModel.getPrimitive(“A”);
anchorB = stageModel.getPrimitive(“B”);
box = SceneGroup(“./box.aer”).add();
box.timestep = function()
{
if (this.loaded)
{
this.physicalModel = this.createPhysicalModel(10);
this.physicalModel.orienation = anchorA.orienation;
this.physicalModel.collide = true;
this.button = Button(“TransformTo Anchor B”).add();
this.button.onClick = function()
{
box.physicalModel.transformTo(anchorB.transform);
}
removeAnimator(this);
}
}
addAnimator(box);
getParent()
Returns a reference to the object that was used to create the physical model.
box1Parent = box1.physicalModel.getParent();
Portal
The Portal scene element is used to automatically ‘transport’ your visitor to another Atmosphere world (or different
entrypoint in the current world) when they overlap the Portal area. The Portal is identifi ed by three vertical square
planes which are rotating and circling about the overlap area (the planes are colored red, blue, green). It is possible
to dynamically specify the URL of the portal in JavaScript, enabling the designer to transport the visitor to different
locations based upon the outcome of some logic / condition.
Local Properties
type
The object’s type; returns “Portal”.
if (myObject.type == ‘Portal’) { ... }
name
Returns the name of the object as assigned in the Application.










