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com.bugvm.apple.spritekit.SKPhysicsBody Maven / Gradle / Ivy

/*
 * Copyright (C) 2013-2015 RoboVM AB
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package com.bugvm.apple.spritekit;

/**/
import java.io.*;
import java.nio.*;
import java.util.*;
import com.bugvm.objc.*;
import com.bugvm.objc.annotation.*;
import com.bugvm.objc.block.*;
import com.bugvm.rt.*;
import com.bugvm.rt.annotation.*;
import com.bugvm.rt.bro.*;
import com.bugvm.rt.bro.annotation.*;
import com.bugvm.rt.bro.ptr.*;
import com.bugvm.apple.foundation.*;
import com.bugvm.apple.uikit.*;
import com.bugvm.apple.coregraphics.*;
import com.bugvm.apple.dispatch.*;
import com.bugvm.apple.coreimage.*;
import com.bugvm.apple.avfoundation.*;
import com.bugvm.apple.glkit.*;
import com.bugvm.apple.scenekit.*;
import com.bugvm.apple.gameplaykit.*;
/**/

/**/

/**/
/**/@Library("SpriteKit") @NativeClass/**/
/**/public/**/ class /**/SKPhysicsBody/**/ 
    extends /**/NSObject/**/ 
    /**/implements NSCoding/**/ {

    /**/public static class SKPhysicsBodyPtr extends Ptr {}/**/
    /**/static { ObjCRuntime.bind(SKPhysicsBody.class); }/**/
    /**//**/
    /**/
    public SKPhysicsBody() {}
    protected SKPhysicsBody(SkipInit skipInit) { super(skipInit); }
    public SKPhysicsBody(NSCoder aDecoder) { super((SkipInit) null); initObject(init(aDecoder)); }
    /**/
    /**/
    @Property(selector = "isDynamic")
    public native boolean isDynamic();
    @Property(selector = "setDynamic:")
    public native void setDynamic(boolean v);
    @Property(selector = "usesPreciseCollisionDetection")
    public native boolean usesPreciseCollisionDetection();
    @Property(selector = "setUsesPreciseCollisionDetection:")
    public native void setUsesPreciseCollisionDetection(boolean v);
    @Property(selector = "allowsRotation")
    public native boolean allowsRotation();
    @Property(selector = "setAllowsRotation:")
    public native void setAllowsRotation(boolean v);
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Property(selector = "pinned")
    public native boolean isPinned();
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Property(selector = "setPinned:")
    public native void setPinned(boolean v);
    @Property(selector = "isResting")
    public native boolean isResting();
    @Property(selector = "setResting:")
    public native void setResting(boolean v);
    @Property(selector = "friction")
    public native @MachineSizedFloat double getFriction();
    @Property(selector = "setFriction:")
    public native void setFriction(@MachineSizedFloat double v);
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Property(selector = "charge")
    public native @MachineSizedFloat double getCharge();
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Property(selector = "setCharge:")
    public native void setCharge(@MachineSizedFloat double v);
    @Property(selector = "restitution")
    public native @MachineSizedFloat double getRestitution();
    @Property(selector = "setRestitution:")
    public native void setRestitution(@MachineSizedFloat double v);
    @Property(selector = "linearDamping")
    public native @MachineSizedFloat double getLinearDamping();
    @Property(selector = "setLinearDamping:")
    public native void setLinearDamping(@MachineSizedFloat double v);
    @Property(selector = "angularDamping")
    public native @MachineSizedFloat double getAngularDamping();
    @Property(selector = "setAngularDamping:")
    public native void setAngularDamping(@MachineSizedFloat double v);
    @Property(selector = "density")
    public native @MachineSizedFloat double getDensity();
    @Property(selector = "setDensity:")
    public native void setDensity(@MachineSizedFloat double v);
    @Property(selector = "mass")
    public native @MachineSizedFloat double getMass();
    @Property(selector = "setMass:")
    public native void setMass(@MachineSizedFloat double v);
    @Property(selector = "area")
    public native @MachineSizedFloat double getArea();
    @Property(selector = "affectedByGravity")
    public native boolean isAffectedByGravity();
    @Property(selector = "setAffectedByGravity:")
    public native void setAffectedByGravity(boolean v);
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Property(selector = "fieldBitMask")
    public native int getFieldBitMask();
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Property(selector = "setFieldBitMask:")
    public native void setFieldBitMask(int v);
    @Property(selector = "categoryBitMask")
    public native int getCategoryBitMask();
    @Property(selector = "setCategoryBitMask:")
    public native void setCategoryBitMask(int v);
    @Property(selector = "collisionBitMask")
    public native int getCollisionBitMask();
    @Property(selector = "setCollisionBitMask:")
    public native void setCollisionBitMask(int v);
    @Property(selector = "contactTestBitMask")
    public native int getContactTestBitMask();
    @Property(selector = "setContactTestBitMask:")
    public native void setContactTestBitMask(int v);
    @Property(selector = "joints")
    public native NSArray getJoints();
    @Property(selector = "node")
    public native SKNode getNode();
    @Property(selector = "velocity")
    public native @ByVal CGVector getVelocity();
    @Property(selector = "setVelocity:")
    public native void setVelocity(@ByVal CGVector v);
    @Property(selector = "angularVelocity")
    public native @MachineSizedFloat double getAngularVelocity();
    @Property(selector = "setAngularVelocity:")
    public native void setAngularVelocity(@MachineSizedFloat double v);
    /**/
    /**//**/
    /**/
    @Method(selector = "applyForce:")
    public native void applyForce(@ByVal CGVector force);
    @Method(selector = "applyForce:atPoint:")
    public native void applyForce(@ByVal CGVector force, @ByVal CGPoint point);
    @Method(selector = "applyTorque:")
    public native void applyTorque(@MachineSizedFloat double torque);
    @Method(selector = "applyImpulse:")
    public native void applyImpulse(@ByVal CGVector impulse);
    @Method(selector = "applyImpulse:atPoint:")
    public native void applyImpulse(@ByVal CGVector impulse, @ByVal CGPoint point);
    @Method(selector = "applyAngularImpulse:")
    public native void applyAngularImpulse(@MachineSizedFloat double impulse);
    @Method(selector = "allContactedBodies")
    public native NSArray getAllContactedBodies();
    @Method(selector = "bodyWithCircleOfRadius:")
    public static native SKPhysicsBody createCircle(@MachineSizedFloat double r);
    @Method(selector = "bodyWithCircleOfRadius:center:")
    public static native SKPhysicsBody createCircle(@MachineSizedFloat double r, @ByVal CGPoint center);
    @Method(selector = "bodyWithRectangleOfSize:")
    public static native SKPhysicsBody createRectangle(@ByVal CGSize s);
    @Method(selector = "bodyWithRectangleOfSize:center:")
    public static native SKPhysicsBody createRectangle(@ByVal CGSize s, @ByVal CGPoint center);
    @Method(selector = "bodyWithPolygonFromPath:")
    public static native SKPhysicsBody createPolygon(CGPath path);
    @Method(selector = "bodyWithEdgeFromPoint:toPoint:")
    public static native SKPhysicsBody createEdge(@ByVal CGPoint p1, @ByVal CGPoint p2);
    @Method(selector = "bodyWithEdgeChainFromPath:")
    public static native SKPhysicsBody createEdgeChain(CGPath path);
    @Method(selector = "bodyWithEdgeLoopFromPath:")
    public static native SKPhysicsBody createEdgeLoop(CGPath path);
    @Method(selector = "bodyWithEdgeLoopFromRect:")
    public static native SKPhysicsBody createEdgeLoop(@ByVal CGRect rect);
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Method(selector = "bodyWithTexture:size:")
    public static native SKPhysicsBody createWithTexture(SKTexture texture, @ByVal CGSize size);
    /**
     * @since Available in iOS 8.0 and later.
     */
    @Method(selector = "bodyWithTexture:alphaThreshold:size:")
    public static native SKPhysicsBody createWithTexture(SKTexture texture, float alphaThreshold, @ByVal CGSize size);
    @Method(selector = "bodyWithBodies:")
    public static native SKPhysicsBody createWithBodies(NSArray bodies);
    @Method(selector = "encodeWithCoder:")
    public native void encode(NSCoder coder);
    @Method(selector = "initWithCoder:")
    protected native @Pointer long init(NSCoder aDecoder);
    /**/
}




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