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com.bugvm.apple.scenekit.SCNPhysicsBody 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.scenekit;
/**/
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.coreanimation.*;
import com.bugvm.apple.dispatch.*;
import com.bugvm.apple.glkit.*;
import com.bugvm.apple.spritekit.*;
import com.bugvm.apple.opengles.*;
/* */
/**/
/**
* @since Available in iOS 8.0 and later.
*/
/* */
/**/@Library("SceneKit") @NativeClass/* */
/**/public/* */ class /**/SCNPhysicsBody/* */
extends /**/NSObject/* */
/**//* */ {
/**/public static class SCNPhysicsBodyPtr extends Ptr {}/* */
/**/static { ObjCRuntime.bind(SCNPhysicsBody.class); }/* */
/**//* */
/**/
public SCNPhysicsBody() {}
protected SCNPhysicsBody(SkipInit skipInit) { super(skipInit); }
/* */
/**/
@Property(selector = "type")
public native SCNPhysicsBodyType getType();
@Property(selector = "setType:")
public native void setType(SCNPhysicsBodyType v);
@Property(selector = "mass")
public native @MachineSizedFloat double getMass();
@Property(selector = "setMass:")
public native void setMass(@MachineSizedFloat double v);
@Property(selector = "charge")
public native @MachineSizedFloat double getCharge();
@Property(selector = "setCharge:")
public native void setCharge(@MachineSizedFloat double v);
@Property(selector = "friction")
public native @MachineSizedFloat double getFriction();
@Property(selector = "setFriction:")
public native void setFriction(@MachineSizedFloat double v);
@Property(selector = "restitution")
public native @MachineSizedFloat double getRestitution();
@Property(selector = "setRestitution:")
public native void setRestitution(@MachineSizedFloat double v);
@Property(selector = "rollingFriction")
public native @MachineSizedFloat double getRollingFriction();
@Property(selector = "setRollingFriction:")
public native void setRollingFriction(@MachineSizedFloat double v);
@Property(selector = "physicsShape")
public native SCNPhysicsShape getPhysicsShape();
@Property(selector = "setPhysicsShape:")
public native void setPhysicsShape(SCNPhysicsShape v);
@Property(selector = "isResting")
public native boolean isResting();
@Property(selector = "allowsResting")
public native boolean allowsResting();
@Property(selector = "setAllowsResting:")
public native void setAllowsResting(boolean v);
@Property(selector = "velocity")
public native @ByVal SCNVector3 getVelocity();
@Property(selector = "setVelocity:")
public native void setVelocity(@ByVal SCNVector3 v);
@Property(selector = "angularVelocity")
public native @ByVal SCNVector4 getAngularVelocity();
@Property(selector = "setAngularVelocity:")
public native void setAngularVelocity(@ByVal SCNVector4 v);
@Property(selector = "damping")
public native @MachineSizedFloat double getDamping();
@Property(selector = "setDamping:")
public native void setDamping(@MachineSizedFloat double v);
@Property(selector = "angularDamping")
public native @MachineSizedFloat double getAngularDamping();
@Property(selector = "setAngularDamping:")
public native void setAngularDamping(@MachineSizedFloat double v);
@Property(selector = "velocityFactor")
public native @ByVal SCNVector3 getVelocityFactor();
@Property(selector = "setVelocityFactor:")
public native void setVelocityFactor(@ByVal SCNVector3 v);
@Property(selector = "angularVelocityFactor")
public native @ByVal SCNVector3 getAngularVelocityFactor();
@Property(selector = "setAngularVelocityFactor:")
public native void setAngularVelocityFactor(@ByVal SCNVector3 v);
@Property(selector = "categoryBitMask")
public native @MachineSizedUInt long getCategoryBitMask();
@Property(selector = "setCategoryBitMask:")
public native void setCategoryBitMask(@MachineSizedUInt long v);
@Property(selector = "collisionBitMask")
public native SCNPhysicsCollisionCategory getCollisionBitMask();
@Property(selector = "setCollisionBitMask:", strongRef = true)
public native void setCollisionBitMask(SCNPhysicsCollisionCategory v);
/* */
/**//* */
/**/
@Method(selector = "applyForce:impulse:")
public native void applyForce(@ByVal SCNVector3 direction, boolean impulse);
@Method(selector = "applyForce:atPosition:impulse:")
public native void applyForce(@ByVal SCNVector3 direction, @ByVal SCNVector3 position, boolean impulse);
@Method(selector = "applyTorque:impulse:")
public native void applyTorque(@ByVal SCNVector4 torque, boolean impulse);
@Method(selector = "clearAllForces")
public native void clearAllForces();
@Method(selector = "resetTransform")
public native void resetTransform();
@Method(selector = "staticBody")
public static native SCNPhysicsBody createStaticBody();
@Method(selector = "dynamicBody")
public static native SCNPhysicsBody createDynamicBody();
@Method(selector = "kinematicBody")
public static native SCNPhysicsBody createKinematicBody();
@Method(selector = "bodyWithType:shape:")
public static native SCNPhysicsBody create(SCNPhysicsBodyType type, SCNPhysicsShape shape);
/* */
}
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