Squeak Class Documentation category index | class index  
 
WonderlandActor
  category: Balloon3D-Wonderland Objects
  superclass: Hierarchical
  subclasses: WonderlandLightSource WonderlandActor2 WonderlandCamera Player28 Player21 Player24 Player31 Player27 Player34 Player20 Player23 Player30 Player26 Player33 Player29 Player22 Player25 Player14 WonderlandActor1 WonderlandActor3 WonderlandActor4 WonderlandActor6 WonderlandActor8 WonderlandActor9 WonderlandActor10 WonderlandActor7 WonderlandActor5 WonderlandActor12 WonderlandActor14 WonderlandActor13 WonderlandActor16 WonderlandActor15 WonderlandActor17 WonderlandActor11

The WonderlandActor class provides the basic behaviors for 3D objects. These behaviors include (but are not limited to):

- move
- moveTo
- turn
- turnTo
- roll
- pointAt
- place
- resize

For more details, see the Wonderlands ActiveEssay (coming soon to a theater near you).

instance methods
  accessing
  angularDistanceTo:
asString
becomeFirstClass
becomePart
distanceTo:
getAllParts
getBoundingBox
getBoundingBox:
getFaceCount
getWonderland
hasParts
isFirstClass
isPart

  animated state
  getActions
getAnimations
pause
resume
stop

  copying
  copyUniClassWith:
veryDeepFixupWith:
veryDeepInner:

  do-ing
  do:
doEachFrame:
doEachFrame:for:
doEachFrame:until:

  drawing
  drawMesh:
renderOn:

  eToy-basic
  animationIndex
color
color:
depth
distanceToCamera
forwardBy:
getX
getY
getZ
graphic
heading
height
setAnimationIndex:
setDepth:
setDistanceToCamera:
setGraphic:
setHeading:
setHeight:
setWidth:
setX:
setY:
setZ:
turnBy:
width

  eToy-fake
  emptyScript
getAnimationIndex
getDistanceToCamera
getGraphic
hasUserDefinedScripts
methodInterfaceForEmptyScript
methodInterfacesForScriptsCategoryIn:
newScriptorAround:
renameTo:
updateAllViewersAndForceToShow:
viewerFlapTab

  eToy-support
  assignDecrGetter:setter:amt:
assignGetter:setter:amt:
assignIncrGetter:setter:amt:
assignMultGetter:setter:amt:
defaultNameStemForInstances
externalName
graphicForViewerTab
isPlayerLike
tearOffTileForSelf
tileReferringToSelf
updateThresholdForGraphicInViewerTab
vocabularyDemanded

  enumerating
  allPartsDo:
partsDo:

  event handling
  addResponse:to:
getReactionsTo:
onLeftMouseDown:
onLeftMouseUp:
onMouseMove:
removeResponse:to:
respondWith:to:

  get property
  getActiveTexture
getAngles
getAngles:
getBounds
getBoundsFor:
getColor
getFullBounds
getFullBoundsFor:
getGlobalPosition:
getLocalPosition:
getMaterial
getName
getPointOfView
getPointOfView:
getPosition
getPosition:
getPositionInPicturePlane
getPositionInPicturePlane:
getPositionInPixels
getPositionInPixels:
getProperty:
getProperty:ifAbsent:
getSize
getTexturePointer
getUserPointOfView
getVisibility
isHidden

  initialize
  initializeDefaultReactions
initializeFor:
initializeNoReactions

  morphic reactions
  dispatchEvent:to:
morphicKeyPress:
morphicMouseDown:
morphicMouseMove:
morphicMouseUp:

  parent-child
  becomeChildOf:

  playing sound
  playSound:

  primitive behaviors
  alignWith:
alignWith:duration:
alignWith:duration:style:
animateMeshTo:
animateMeshTo:duration:
animateMeshTo:duration:style:
destroy
destroy:
move:
move:asSeenBy:
move:distance:
move:distance:asSeenBy:
move:distance:duration:
move:distance:duration:asSeenBy:
move:distance:duration:asSeenBy:style:
move:distance:duration:style:
move:distance:speed:
move:distance:speed:asSeenBy:
move:speed:
move:speed:asSeenBy:
move:speed:asSeenBy:for:
move:speed:asSeenBy:until:
move:speed:for:
move:speed:until:
moveTo:
moveTo:asSeenBy:
moveTo:asSeenBy:eachFrameFor:
moveTo:asSeenBy:eachFrameUntil:
moveTo:duration:
moveTo:duration:asSeenBy:
moveTo:duration:asSeenBy:style:
moveTo:duration:style:
moveTo:eachFrameFor:
moveTo:eachFrameUntil:
moveTo:speed:
moveTo:speed:asSeenBy:
nudge:
nudge:distance:
nudge:distance:duration:
nudge:distance:duration:style:
place:object:
place:object:duration:
place:object:duration:style:
place:object:eachFrameFor:
place:object:eachFrameUntil:
pointAt:
pointAt:duration:
pointAt:duration:style:
pointAt:eachFrameFor:
pointAt:eachFrameUntil:
resize:
resize:duration:
resize:duration:style:
resize:eachFrameFor:
resize:eachFrameUntil:
resizeLikeRubber:dimension:
resizeLikeRubber:dimension:duration:
resizeLikeRubber:dimension:duration:style:
resizeTopToBottom:leftToRight:frontToBack:
resizeTopToBottom:leftToRight:frontToBack:duration:
resizeTopToBottom:leftToRight:frontToBack:duration:style:
resizeTopToBottom:leftToRight:frontToBack:eachFrameFor:
resizeTopToBottom:leftToRight:frontToBack:eachFrameUntil:
roll:
roll:asSeenBy:
roll:speed:
roll:speed:asSeenBy:
roll:speed:asSeenBy:for:
roll:speed:asSeenBy:until:
roll:speed:for:
roll:speed:until:
roll:turns:
roll:turns:asSeenBy:
roll:turns:duration:
roll:turns:duration:asSeenBy:
roll:turns:duration:asSeenBy:style:
roll:turns:duration:style:
roll:turns:speed:
roll:turns:speed:asSeenBy:
standUp
standUpWithDuration:
standUpWithDuration:style:
turn:
turn:asSeenBy:
turn:speed:
turn:speed:asSeenBy:
turn:speed:asSeenBy:for:
turn:speed:asSeenBy:until:
turn:speed:for:
turn:speed:until:
turn:turns:
turn:turns:asSeenBy:
turn:turns:duration:
turn:turns:duration:asSeenBy:
turn:turns:duration:asSeenBy:style:
turn:turns:duration:style:
turn:turns:speed:
turn:turns:speed:asSeenBy:
turnTo:
turnTo:AsSeenBy:eachFrameFor:
turnTo:AsSeenBy:eachFrameUntil:
turnTo:asSeenBy:
turnTo:duration:
turnTo:duration:asSeenBy:
turnTo:duration:asSeenBy:style:
turnTo:duration:style:
turnTo:eachFrameFor:
turnTo:eachFrameUntil:
turnTo:speed:
turnTo:speed:asSeenBy:
wait
wait:

  printing
  printOn:

  private
  adjustToTextureIfNecessary
getBackfaceCulling
getChildNamed:
getColorVector
getComposite
getLineWidth
getMatrixFromRoot
getMatrixToRoot
getMesh
getMeshAnimationIndex
getMeshAnimationParameter
getPointAtMatrix:
getPointSize
getPolygonMode
getPositionVector
getRotationVector
getScaleMatrix
getSizeVector
hasMesh
loadMeshFromFile:
makeVectorFromDistance:andDirection:
moveRightNow:distance:asSeenBy:undoable:
moveRightNow:distance:undoable:
moveToRightNow:asSeenBy:undoable:
moveToRightNow:undoable:
placeRightNow:object:undoable:
pointAtRightNow:undoable:
postCopy
removeFromScene
reparentTo:
resizeRightNow:undoable:
rollRightNow:numberOfTurns:asSeenBy:undoable:
rollRightNow:numberOfTurns:undoable:
rotateByMatrix:
scaleByMatrix:
scaleByVector:
setBackfaceCulling:
setColorRightNow:undoable:
setColorVector:
setComposite:
setHidden:
setLineWidth:
setMeshAnimationIndex:
setMeshAnimationParameter:
setPivot:
setPointSize:
setPolygonMode:
setPositionVector:
setRotationMatrix:
setRotationVector:
setSizeRightNow:undoable:
setTexturePointer:
setVisibilityRightNow:undoable:
turnRightNow:numberOfTurns:asSeenBy:undoable:
turnRightNow:numberOfTurns:undoable:
turnToRightNow:asSeenBy:undoable:
turnToRightNow:undoable:

  set property
  hide
setColor:
setColor:duration:
setColor:duration:style:
setMaterial:
setMesh:
setName:
setPointOfView:
setPointOfView:asSeenBy:
setPointOfView:asSeenBy:eachFrameFor:
setPointOfView:asSeenBy:eachFrameUntil:
setPointOfView:duration:
setPointOfView:duration:asSeenBy:
setPointOfView:duration:asSeenBy:style:
setPointOfView:duration:style:
setPointOfView:eachFrameFor:
setPointOfView:eachFrameUntil:
setProperty:toValue:
setSize:
setSize:duration:
setSize:duration:style:
setTexture:
setTextureFromUser
setUserPointOfView:
setVisibility:
setVisibility:duration:
setVisibility:duration:style:
show

  testing
  hasActiveTexture
isHandmade
isWonderlandCamera

class methods
  change logging
  acceptsLoggingOfCompilation
wantsChangeSetLogging

  instance creation
  createFor:

  unique name creation
  baseUniclass
isSystemDefined
uniqueNameFrom:

instance methods
  accessing top  
 

angularDistanceTo:

Returns the angular distance in degrees between the actor's current orientation and an (x, y, z) rotation vector


 

asString

Returns the name of the object.


 

becomeFirstClass

Make the actor a first class object.


 

becomePart

Make the actor a part.


 

distanceTo:

Returns the distance from the object to the specified point in the parent's coordinate system


 

getAllParts

Return all of this actor's parts


 

getBoundingBox

Returns the actor's bounding box


 

getBoundingBox:

Returns the actor's bounding box


 

getFaceCount

Return the number of faces in this actor and its parts


 

getWonderland

Return the wonderland this actor is a part of


 

hasParts

Return true if the receiver has any children that are parts


 

isFirstClass

Returns true if the object is a First Class object


 

isPart

Returns true if the object is a Part.


  animated state top  
 

getActions

Return the actions currently affecting this object


 

getAnimations

Return the animations currently affecting this object


 

pause

Pause any actions and animations associated with this object


 

resume

Resume any actions and animations associated with this object


 

stop

Stop any actions and animations associated with this object


  copying top  
 

copyUniClassWith:

my class is a subclass of WonderlandActor. Return another class just like my class.


 

veryDeepFixupWith:

Any uniClass inst var may have been weakly copied. If they were in the tree being copied, fix them up, otherwise point to the originals.


 

veryDeepInner:

Special code that handles user-added instance variables of a uniClass.
Copy all of my instance variables. Some need to be not copied at all, but shared. This is special code for the dictionary. See DeepCopier.


  do-ing top  
 

do:

Build an animation that causes the object to execute the block


 

doEachFrame:

Build an action that causes the object to execute the block every frame


 

doEachFrame:for:

Build an action that causes the object to execute the block every frame for the specified amount of time


 

doEachFrame:until:

Build an action that causes the object to execute the block every frame until the specified condition is true


  drawing top  
 

drawMesh:

Draw the mesh for this actor.


 

renderOn:

Draw the actor.


  eToy-basic top  
 

animationIndex


 

color


 

color:


 

depth


 

distanceToCamera


 

forwardBy:

Note: This assumes we're moving in centimeters - common Alice reference is meter!


 

getX


 

getY


 

getZ


 

graphic


 

heading


 

height


 

setAnimationIndex:


 

setDepth:


 

setDistanceToCamera:


 

setGraphic:


 

setHeading:


 

setHeight:


 

setWidth:


 

setX:


 

setY:


 

setZ:


 

turnBy:

Note: This uses angle - Alice uses turns


 

width


  eToy-fake top  
 

emptyScript

Required to see an empty script slot


 

getAnimationIndex

Why does eToy system send #getXyz instead of #xyz???


 

getDistanceToCamera

Why does eToy system send #getXyz instead of #xyz???


 

getGraphic

Why does eToy system send #getGraphic instead of #graphic???


 

hasUserDefinedScripts

We associate every script with the world


 

methodInterfaceForEmptyScript

Copied from Player


 

methodInterfacesForScriptsCategoryIn:

Needed for showing emptyScript


 

newScriptorAround:

Fake, fake, fake.


 

renameTo:


 

updateAllViewersAndForceToShow:

Ugh.


 

viewerFlapTab

If a viewer in a flap exists for me, return it.


  eToy-support top  
 

assignDecrGetter:setter:amt:


 

assignGetter:setter:amt:


 

assignIncrGetter:setter:amt:


 

assignMultGetter:setter:amt:


 

defaultNameStemForInstances

Answer a basis for names of default instances of the receiver.


 

externalName

Answer an external name by which the receiver is known. Generic implementation here is a transitional backstop. probably


 

graphicForViewerTab

When a Viewer is open on the receiver, its tab needs some graphic to show to the user. Answer a form or a morph to serve that purpose. A generic image is used for arbitrary objects, but note my reimplementors


 

isPlayerLike

Return true if the receiver is a player-like object


 

tearOffTileForSelf


 

tileReferringToSelf

answer a tile that refers to the receiver


 

updateThresholdForGraphicInViewerTab

When a Viewer is open on the receiver, its tab needs some graphic to show to the user. Computing this graphic can take quite some time so we want to make the update frequency depending on how long it takes to compute the thumbnail. The threshold returned by this method defines that the viewer will update at most every 'threshold * timeItTakesToDraw' milliseconds. Thus, if the time for computing the receiver's thumbnail is 200 msecs and the the threshold is 10, the viewer will update at most every two seconds.


 

vocabularyDemanded

Answer the vocabulary that the receiver really would like to use in a Viewer


  enumerating top  
 

allPartsDo:

Recursively evaluate aBlock with all elements of the receiver that are a part of its parent


 

partsDo:

Evaluate aBlock with all elements of the receiver that are a part of it


  event handling top  
 

addResponse:to:

Add a new response to the given event type


 

getReactionsTo:

Return this actor's reactions to the given event type. Because only first class actors react to mouse events, if this actor is a part pass this message up to its parent object.


 

onLeftMouseDown:

The default response to left mouse down events


 

onLeftMouseUp:

The default response to left mouse up events


 

onMouseMove:

The default response to mouse motion events


 

removeResponse:to:

Remove the response to the given event type


 

respondWith:to:

Set this actor's response to the given event type


  get property top  
 

getActiveTexture


 

getAngles

Return the object's current orientation in its parent's coordinate system


 

getAngles:

Returns the object's orientation relative to a reference object


 

getBounds

Return the 2D bounds of the receiver as seen by the default camera


 

getBoundsFor:

Return the 2D bounds of the receiver as seen by the camera


 

getColor

Return the actor's color


 

getFullBounds

Return the 2D bounds of the receiver and its children or nil if not visible


 

getFullBoundsFor:

Return the 2D bounds of the receiver and its children or nil if not visible


 

getGlobalPosition:

Return the global position of the given vector


 

getLocalPosition:

Return the local position of the given vector


 

getMaterial


 

getName

Returns the object's name


 

getPointOfView

Returns the object's position and orientation


 

getPointOfView:

Returns the object's position and orientation


 

getPosition

Return the object's current position in its parent's coordinate system


 

getPosition:

Returns the object's position relative to a reference object


 

getPositionInPicturePlane

Returns the actor's position in the picture plane of the default camera


 

getPositionInPicturePlane:

Returns the actor's position in the picture plane of the given camera


 

getPositionInPixels

Returns the actor's position in pixels in the Squeak window


 

getPositionInPixels:

Returns the actor's position in pixels in the Squeak window


 

getProperty:


 

getProperty:ifAbsent:


 

getSize

Returns the scale factor of the actor


 

getTexturePointer


 

getUserPointOfView

Return the user defined point of view for this object


 

getVisibility

Returns the actor's visibility


 

isHidden

Returns true if the object is hidden.


  initialize top  
 

initializeDefaultReactions

Set up our default reactions


 

initializeFor:

Initialize the instance variables for the WonderlandActor


 

initializeNoReactions


  morphic reactions top  
 

dispatchEvent:to:


 

morphicKeyPress:

Handle the given event


 

morphicMouseDown:

Handle the given event.
If a local viewpoint is defined go to this viewpoint.


 

morphicMouseMove:

Handle the given event


 

morphicMouseUp:

Handle the given event


  parent-child top  
 

becomeChildOf:

Update the undo stack and make this actor a child of the specified object.


  playing sound top  
 

playSound:

Create an animation that plays the sound and lasts the duration of the sound


  primitive behaviors top  
 

alignWith:

This method sets the orientation of this instance to be the same as that of the specified object.


 

alignWith:duration:

This method sets the orientation of this instance to be the same as that of the specified object.


 

alignWith:duration:style:

This method sets the orientation of this instance to be the same as that of the specified object.


 

animateMeshTo:


 

animateMeshTo:duration:


 

animateMeshTo:duration:style:

Turns the object to point at the specified target using the specified style over the specified duration.


 

destroy

Destroy the object over 1 second


 

destroy:

Implements the animated destroy of an actor. This takes all the actors parts and spins them off in an arbitrary direction


 

move:

Move the actor one meter in the specified direction, taking 1 second and using the Gently animation style.


 

move:asSeenBy:

Move the actor one meter in the specified direction, taking 1 second and using the Gently animation style.


 

move:distance:

Move the actor the specified distance in the specified direction, taking 1 second and using the Gently animation style.


 

move:distance:asSeenBy:

Move the actor the specified distance in the specified direction, taking 1 second and using the Gently animation style.


 

move:distance:duration:

Move the actor the specified distance in the specified direction, taking the specified duration and using the Gently animation style.


 

move:distance:duration:asSeenBy:

Move the actor the specified distance in the specified direction, taking the specified duration and using the Gently animation style.


 

move:distance:duration:asSeenBy:style:

Move the actor the specified distance in the specified direction, taking the specified duration and using the specified animation style.


 

move:distance:duration:style:

Move the actor the specified distance in the specified direction, taking the specified duration and using the specified animation style.


 

move:distance:speed:

Move the actor the specified distance in the specified direction, taking the specified duration and using the specified animation style.


 

move:distance:speed:asSeenBy:

Move the actor the specified distance in the specified direction, taking the specified duration and using the specified animation style.


 

move:speed:

Creates and returns an action that moves the object in the specified direction at the specified speed.


 

move:speed:asSeenBy:

Creates and returns an action that moves the object in the specified direction at the specified speed.


 

move:speed:asSeenBy:for:

Creates and returns an action that moves the object in the specified direction at the specified speed.


 

move:speed:asSeenBy:until:

Creates and returns an action that moves the object in the specified direction at the specified speed.


 

move:speed:for:

Creates and returns an action that moves the object in the specified direction at the specified speed.


 

move:speed:until:

Creates and returns an action that moves the object in the specified direction at the specified speed.


 

moveTo:

Moves the object to the specified position in its parent's coordinate system over 1 second using the Gently animation style.


 

moveTo:asSeenBy:

Moves the object to the specified position in its parent's coordinate system over 1 second using the Gently animation style.


 

moveTo:asSeenBy:eachFrameFor:

Move the actor to a specified point each frame for the specified lifetime.


 

moveTo:asSeenBy:eachFrameUntil:

Move the actor to a specified point each frame until the condition returns true.


 

moveTo:duration:

Moves the object to the specified position in its parent's coordinate system over the specified duration using the Gently animation style.


 

moveTo:duration:asSeenBy:

Moves the object to the specified position in its parent's coordinate system over the specified duration using the Gently animation style.


 

moveTo:duration:asSeenBy:style:

Moves the object to the specified position in its parent's coordinate system using the specified style over the specified duration.


 

moveTo:duration:style:

Moves the object to the specified position in its parent's coordinate system using the specified style over the specified duration.


 

moveTo:eachFrameFor:

Move the actor to a specified point each frame for the specified lifetime.


 

moveTo:eachFrameUntil:

Move the actor to a specified point each frame until the condition returns true.


 

moveTo:speed:

Moves the object to the specified position in its parent's coordinate system using the specified style over the specified duration.


 

moveTo:speed:asSeenBy:

Moves the object to the specified position in its parent's coordinate system using the specified style over the specified duration.


 

nudge:

Nudge the actor one length in the specified direction, taking 1 second and using the Gently animation style.


 

nudge:distance:

Nudge the actor the specified object lengths in the specified direction, taking one second and using the Gently animation style.


 

nudge:distance:duration:

Nudge the actor the specified object lengths in the specified direction, taking the specified duration and using the Gently animation style.


 

nudge:distance:duration:style:

Nudge the actor the specified object lengths in the specified direction, taking the specified duration and using the specified animation style.


 

place:object:

Moves this object to one of several pre-determined locations relative to the target object.


 

place:object:duration:

Moves this object to one of several pre-determined locations relative to the target object.


 

place:object:duration:style:

Moves this object to one of several pre-determined locations relative to the target object.


 

place:object:eachFrameFor:

Moves this object to one of several pre-determined locations relative to the target object each frame for the specified lifetime.


 

place:object:eachFrameUntil:

Moves this object to one of several pre-determined locations relative to the target object each frame for the specified lifetime.


 

pointAt:

Turns the object to point at the specified target over the specified duration using the Gently animation style.


 

pointAt:duration:

Turns the object to point at the specified target over the specified duration using the Gently animation style.


 

pointAt:duration:style:

Turns the object to point at the specified target using the specified style over the specified duration.


 

pointAt:eachFrameFor:

Turns the object to point at the specified target each frame for the specified lifetime.


 

pointAt:eachFrameUntil:

Turns the object to point at the specified target each frame for the specified lifetime.


 

resize:

Resize the object by the specified amount over 1 second using the Gently animation style.


 

resize:duration:

Resize the object by the specified amount over the specified duration using the Gently animation style.


 

resize:duration:style:

Resize the object by the specified amount over the specified duration using the specified animation style.


 

resize:eachFrameFor:

Resize the object by the specified amount each frame for the specified lifetime.


 

resize:eachFrameUntil:

Resize the object by the specified amount each frame until the condition returns true.


 

resizeLikeRubber:dimension:

Resizes the object using a volume preserving resize


 

resizeLikeRubber:dimension:duration:

Resizes the object using a volume preserving resize


 

resizeLikeRubber:dimension:duration:style:

Resizes the object using a volume preserving resize


 

resizeTopToBottom:leftToRight:frontToBack:

Resize the object by the specified amount over 1 second using the Gently animation style.


 

resizeTopToBottom:leftToRight:frontToBack:duration:

Resize the object by the specified amount over the specified duration using the Gently animation style.


 

resizeTopToBottom:leftToRight:frontToBack:duration:style:

Resize the object by the specified amount over the specified duration.


 

resizeTopToBottom:leftToRight:frontToBack:eachFrameFor:

Resize the object by the specified amount each frame for the specified lifetime.


 

resizeTopToBottom:leftToRight:frontToBack:eachFrameUntil:

Resize the object by the specified amount each frame until the condition is true.


 

roll:

Roll the actor a quarter turn in the specified direction, taking 1 second and using the Gently animation style.


 

roll:asSeenBy:

Roll the actor 1/4 turn in the specified direction, taking 1 second and using the Gently animation style.


 

roll:speed:

Creates and returns an action that rolls the object in the specified direction at the specified speed.


 

roll:speed:asSeenBy:

Creates and returns an action that rolls the object in the specified direction at the specified speed.


 

roll:speed:asSeenBy:for:

Creates and returns an action that rolls the object in the specified direction at the specified speed.


 

roll:speed:asSeenBy:until:

Creates and returns an action that rolls the object in the specified direction at the specified speed.


 

roll:speed:for:

Creates and returns an action that rolls the object in the specified direction at the specified speed.


 

roll:speed:until:

Creates and returns an action that rolls the object in the specified direction at the specified speed.


 

roll:turns:

Roll the actor the specified number of turns in the specified direction, taking 1 second and using the Gently animation style.


 

roll:turns:asSeenBy:

Roll the actor the specified number of turns in the specified direction, taking 1 second and using the Gently animation style.


 

roll:turns:duration:

Roll the actor the specified number of turns in the specified direction, taking the specified duration and using the Gently animation style.


 

roll:turns:duration:asSeenBy:

Roll the actor the specified number of turns in the specified direction, taking the specified duration and using the Gently animation style.


 

roll:turns:duration:asSeenBy:style:

Roll the actor the specified number of turns in the specified direction, taking the specified duration and using the specified animation style.


 

roll:turns:duration:style:

Roll the actor the specified number of turns in the specified direction, taking the specified duration and using the specified animation style.


 

roll:turns:speed:

Roll the actor the specified number of turns in the specified direction, taking the specified duration and using the specified animation style.


 

roll:turns:speed:asSeenBy:

Roll the actor the specified number of turns in the specified direction, taking the specified duration and using the specified animation style.


 

standUp

Rotate the object to align it along its parent's up vector


 

standUpWithDuration:

Rotate the object to align it along its parent's up vector


 

standUpWithDuration:style:

Rotate the object to align it along its parent's up vector


 

turn:

Turn the actor once around in the specified direction, taking 1 second and using the Gently animation style.


 

turn:asSeenBy:

Turn the actor once around in the specified direction, taking 1 second and using the Gently animation style.


 

turn:speed:

Creates and returns an action that turn the object in the specified direction at the specified speed.


 

turn:speed:asSeenBy:

Creates and returns an action that turn the object in the specified direction at the specified speed.


 

turn:speed:asSeenBy:for:

Creates and returns an action that turn the object in the specified direction at the specified speed.


 

turn:speed:asSeenBy:until:

Creates and returns an action that turn the object in the specified direction at the specified speed.


 

turn:speed:for:

Creates and returns an action that turn the object in the specified direction at the specified speed.


 

turn:speed:until:

Creates and returns an action that turn the object in the specified direction at the specified speed.


 

turn:turns:

Turn the actor the specified number of turns in the specified direction, taking one second and using the Gently animation style.


 

turn:turns:asSeenBy:

Turn the actor the specified number of turns in the specified direction, taking one second and using the Gently animation style.


 

turn:turns:duration:

Turn the actor the specified distance in the specified direction, taking the specified duration and using the Gently animation style.


 

turn:turns:duration:asSeenBy:

Turn the actor the specified distance in the specified direction, taking the specified duration and using the Gently animation style.


 

turn:turns:duration:asSeenBy:style:

Turn the actor the specified numberOfTurns in the specified direction, taking the specified duration and using the specified animation style.


 

turn:turns:duration:style:

Turn the actor the specified distance in the specified direction, taking the specified duration and using the specified animation style.


 

turn:turns:speed:

Turn the actor the specified distance in the specified direction, taking the specified duration and using the specified animation style.


 

turn:turns:speed:asSeenBy:

Turn the actor the specified numberOfTurns in the specified direction, taking the specified duration and using the specified animation style.


 

turnTo:

Turns the object to the specified orientation in its parent's coordinate system over one second using the Gently animation style.


 

turnTo:AsSeenBy:eachFrameFor:

Turns the object to the specified orientation in its parent's coordinate system each frame for the specified lifetime.


 

turnTo:AsSeenBy:eachFrameUntil:

Turns the object to the specified orientation in its parent's coordinate system each frame until the condition returns true.


 

turnTo:asSeenBy:

Turns the object to the specified orientation in its parent's coordinate system over one second using the Gently animation style.


 

turnTo:duration:

Turns the object to the specified orientation in its parent's coordinate system over the specified duration using the Gently animation style.


 

turnTo:duration:asSeenBy:

Turns the object to the specified orientation in its parent's coordinate system over the specified duration using the Gently animation style.


 

turnTo:duration:asSeenBy:style:

Turns the object to the specified orientation in its parent's coordinate system using the specified style over the specified duration.


 

turnTo:duration:style:

Turns the object to the specified orientation in its parent's coordinate system using the specified style over the specified duration.


 

turnTo:eachFrameFor:

Turns the object to the specified orientation in its parent's coordinate system each frame for aLifetime seconds.


 

turnTo:eachFrameUntil:

Turns the object to the specified orientation in its parent's coordinate system each frame until the condition returns true.


 

turnTo:speed:

Turns the object to the specified orientation in its parent's coordinate system at aSpeed turns per second.


 

turnTo:speed:asSeenBy:

Turns the object to the specified orientation in the reference's coordinate system at aSpeed turns per second.


 

wait

Creates an animation where the object merely waits for one second


 

wait:

Creates an animation where the object merely waits for the specified amount of time


  printing top  
 

printOn:

Append to the argument, aStream, a sequence of characters that
identifies the receiver.


  private top  
 

adjustToTextureIfNecessary

Adjust the receiver to the texture extent if necessary


 

getBackfaceCulling

Return backface culling - either #cw, #ccw or nil


 

getChildNamed:

Returns the child with the specified name if it is a child of this object


 

getColorVector

Returns the actor's color/alpha vector


 

getComposite

Returns the actor's composite matrix


 

getLineWidth


 

getMatrixFromRoot

Returns the composite transformation matrix from the root down to this instance


 

getMatrixToRoot

Returns the composite transformation matrix from this instance up to the root


 

getMesh


 

getMeshAnimationIndex


 

getMeshAnimationParameter


 

getPointAtMatrix:

create a matrix such that the actor looks at the target using the upDirection


 

getPointSize


 

getPolygonMode


 

getPositionVector

Returns the current position as a vector.


 

getRotationVector

Returns the current rotation as a vector.


 

getScaleMatrix


 

getSizeVector

Returns the object's current size as a vector


 

hasMesh


 

loadMeshFromFile:

Load this object's mesh from the specified file


 

makeVectorFromDistance:andDirection:

Generates the vector the object should move along using the specified direction


 

moveRightNow:distance:asSeenBy:undoable:

Move this object in the specified direction instantaneously


 

moveRightNow:distance:undoable:

Move this object in the specified direction instantaneously


 

moveToRightNow:asSeenBy:undoable:

Move this object in the specified direction instantaneously


 

moveToRightNow:undoable:

Move this object in the specified direction instantaneously


 

placeRightNow:object:undoable:

Instantaneously move the object to the specified place.


 

pointAtRightNow:undoable:

Turn this object to the specified orientation instantaneously


 

postCopy


 

removeFromScene

Remove this actor from the scene.


 

reparentTo:

Make this actor a child of the specified object.


 

resizeRightNow:undoable:

Set this object's size instantaneously


 

rollRightNow:numberOfTurns:asSeenBy:undoable:

Turn the object instantaneously the specified number of turns in the specified direction


 

rollRightNow:numberOfTurns:undoable:

Turn the object instantaneously the specified number of turns in the specified direction


 

rotateByMatrix:

Rotate the object by composing its rotation matrix with the given matrix.


 

scaleByMatrix:

Scale the object by composing its scale matrix with the given matrix.


 

scaleByVector:

Scale the object by the given vector.


 

setBackfaceCulling:

Set backface culling. aSymbol must be either #cw, #ccw or nil


 

setColorRightNow:undoable:

Change this instance's color instantaneously


 

setColorVector:

Instaneously sets the object's color/alpha vector and copies it down the object tree for all objects that are parts of this object


 

setComposite:

Sets the actor's composite matrix


 

setHidden:

Set the object's hidden status (including its parts)


 

setLineWidth:


 

setMeshAnimationIndex:


 

setMeshAnimationParameter:


 

setPivot:

Modify the object to use the specified point as the pivot point.


 

setPointSize:


 

setPolygonMode:


 

setPositionVector:

Instantaneously sets the actor's current position


 

setRotationMatrix:

Rotate the object by blamming the rotation component of its matrix with the given matrix.


 

setRotationVector:

Instantaneously blam the actor's rotation


 

setSizeRightNow:undoable:

Set this object's size instantaneously


 

setTexturePointer:

Sets the object's texture


 

setVisibilityRightNow:undoable:

Change this instance's visibility instantaneously


 

turnRightNow:numberOfTurns:asSeenBy:undoable:

Turn the object instantaneously the specified number of turns in the specified direction


 

turnRightNow:numberOfTurns:undoable:

Turn the object instantaneously the specified number of turns in the specified direction


 

turnToRightNow:asSeenBy:undoable:

Turn this object to the specified orientation instantaneously


 

turnToRightNow:undoable:

Turn this object to the specified orientation instantaneously


  set property top  
 

hide

Tell the object that it should not draw itself each frame


 

setColor:

Set the actor's color


 

setColor:duration:

Set the actor's color


 

setColor:duration:style:

Set the actor's color


 

setMaterial:


 

setMesh:

Sets the actor's mesh


 

setName:

Sets the object's name


 

setPointOfView:

Sets the object's position and orientation


 

setPointOfView:asSeenBy:

Sets the object's position and orientation


 

setPointOfView:asSeenBy:eachFrameFor:

Sets the object's position and orientation


 

setPointOfView:asSeenBy:eachFrameUntil:

Sets the object's position and orientation


 

setPointOfView:duration:

Sets the object's position and orientation


 

setPointOfView:duration:asSeenBy:

Sets the object's position and orientation


 

setPointOfView:duration:asSeenBy:style:

Sets the object's position and orientation


 

setPointOfView:duration:style:

Sets the object's position and orientation


 

setPointOfView:eachFrameFor:

Sets the object's position and orientation


 

setPointOfView:eachFrameUntil:

Sets the object's position and orientation


 

setProperty:toValue:


 

setSize:

Sets the object's position and orientation


 

setSize:duration:

Sets the object's position and orientation


 

setSize:duration:style:

Sets the object's position and orientation


 

setTexture:

Sets the object's texture


 

setTextureFromUser

Set the texture from the user


 

setUserPointOfView:

Return the user defined point of view for this object


 

setVisibility:

Sets the current object's visibility


 

setVisibility:duration:

Sets the current object's visibility


 

setVisibility:duration:style:

Sets the current object's visibility


 

show

Tell the object that it should draw itself each frame


  testing top  
 

hasActiveTexture

Return true if the receiver has an active texture that wants events routed directly.


 

isHandmade


 

isWonderlandCamera


class methods
  change logging top  
 

acceptsLoggingOfCompilation

weird name is so that it will come lexically before #compile, so that a clean build can make it through. 7/7/96 sw


 

wantsChangeSetLogging

Answer whether code submitted for the receiver should be remembered by the changeSet mechanism. 7/12/96 sw


  instance creation top  
 

createFor:

Create a new instance for this Wonderland.


  unique name creation top  
 

baseUniclass

Answer the uniclass that new instances should be instances of; this protocol allows for individual cards of a background to have their own class


 

isSystemDefined

Answer true if the receiver is a system-defined class, and not a UniClass (an instance-specific lightweight class)


 

uniqueNameFrom:

If aName is not an instance variable of this class, returns aName. Otherwise it returns a unique name based on aName that is not an instance var.