com.bugvm.apple.scenekit.SCNParticleSystem Maven / Gradle / Ivy
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/*
* 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 /**/SCNParticleSystem/* */
extends /**/NSObject/* */
/**/implements SCNAnimatable/* */ {
/**/public static class SCNParticleSystemPtr extends Ptr {}/* */
/**/static { ObjCRuntime.bind(SCNParticleSystem.class); }/* */
/**//* */
/**/
public SCNParticleSystem() {}
protected SCNParticleSystem(SkipInit skipInit) { super(skipInit); }
/* */
/**/
@Property(selector = "emissionDuration")
public native @MachineSizedFloat double getEmissionDuration();
@Property(selector = "setEmissionDuration:")
public native void setEmissionDuration(@MachineSizedFloat double v);
@Property(selector = "emissionDurationVariation")
public native @MachineSizedFloat double getEmissionDurationVariation();
@Property(selector = "setEmissionDurationVariation:")
public native void setEmissionDurationVariation(@MachineSizedFloat double v);
@Property(selector = "idleDuration")
public native @MachineSizedFloat double getIdleDuration();
@Property(selector = "setIdleDuration:")
public native void setIdleDuration(@MachineSizedFloat double v);
@Property(selector = "idleDurationVariation")
public native @MachineSizedFloat double getIdleDurationVariation();
@Property(selector = "setIdleDurationVariation:")
public native void setIdleDurationVariation(@MachineSizedFloat double v);
@Property(selector = "loops")
public native boolean loops();
@Property(selector = "setLoops:")
public native void setLoops(boolean v);
@Property(selector = "birthRate")
public native @MachineSizedFloat double getBirthRate();
@Property(selector = "setBirthRate:")
public native void setBirthRate(@MachineSizedFloat double v);
@Property(selector = "birthRateVariation")
public native @MachineSizedFloat double getBirthRateVariation();
@Property(selector = "setBirthRateVariation:")
public native void setBirthRateVariation(@MachineSizedFloat double v);
@Property(selector = "warmupDuration")
public native @MachineSizedFloat double getWarmupDuration();
@Property(selector = "setWarmupDuration:")
public native void setWarmupDuration(@MachineSizedFloat double v);
@Property(selector = "emitterShape")
public native SCNGeometry getEmitterShape();
@Property(selector = "setEmitterShape:")
public native void setEmitterShape(SCNGeometry v);
@Property(selector = "birthLocation")
public native SCNParticleBirthLocation getBirthLocation();
@Property(selector = "setBirthLocation:")
public native void setBirthLocation(SCNParticleBirthLocation v);
@Property(selector = "birthDirection")
public native SCNParticleBirthDirection getBirthDirection();
@Property(selector = "setBirthDirection:")
public native void setBirthDirection(SCNParticleBirthDirection v);
@Property(selector = "spreadingAngle")
public native @MachineSizedFloat double getSpreadingAngle();
@Property(selector = "setSpreadingAngle:")
public native void setSpreadingAngle(@MachineSizedFloat double v);
@Property(selector = "emittingDirection")
public native @ByVal SCNVector3 getEmittingDirection();
@Property(selector = "setEmittingDirection:")
public native void setEmittingDirection(@ByVal SCNVector3 v);
@Property(selector = "acceleration")
public native @ByVal SCNVector3 getAcceleration();
@Property(selector = "setAcceleration:")
public native void setAcceleration(@ByVal SCNVector3 v);
@Property(selector = "isLocal")
public native boolean isLocal();
@Property(selector = "setLocal:")
public native void setLocal(boolean v);
@Property(selector = "particleAngle")
public native @MachineSizedFloat double getParticleAngle();
@Property(selector = "setParticleAngle:")
public native void setParticleAngle(@MachineSizedFloat double v);
@Property(selector = "particleAngleVariation")
public native @MachineSizedFloat double getParticleAngleVariation();
@Property(selector = "setParticleAngleVariation:")
public native void setParticleAngleVariation(@MachineSizedFloat double v);
@Property(selector = "particleVelocity")
public native @MachineSizedFloat double getParticleVelocity();
@Property(selector = "setParticleVelocity:")
public native void setParticleVelocity(@MachineSizedFloat double v);
@Property(selector = "particleVelocityVariation")
public native @MachineSizedFloat double getParticleVelocityVariation();
@Property(selector = "setParticleVelocityVariation:")
public native void setParticleVelocityVariation(@MachineSizedFloat double v);
@Property(selector = "particleAngularVelocity")
public native @MachineSizedFloat double getParticleAngularVelocity();
@Property(selector = "setParticleAngularVelocity:")
public native void setParticleAngularVelocity(@MachineSizedFloat double v);
@Property(selector = "particleAngularVelocityVariation")
public native @MachineSizedFloat double getParticleAngularVelocityVariation();
@Property(selector = "setParticleAngularVelocityVariation:")
public native void setParticleAngularVelocityVariation(@MachineSizedFloat double v);
@Property(selector = "particleLifeSpan")
public native @MachineSizedFloat double getParticleLifeSpan();
@Property(selector = "setParticleLifeSpan:")
public native void setParticleLifeSpan(@MachineSizedFloat double v);
@Property(selector = "particleLifeSpanVariation")
public native @MachineSizedFloat double getParticleLifeSpanVariation();
@Property(selector = "setParticleLifeSpanVariation:")
public native void setParticleLifeSpanVariation(@MachineSizedFloat double v);
@Property(selector = "systemSpawnedOnDying")
public native SCNParticleSystem getSystemSpawnedOnDying();
@Property(selector = "setSystemSpawnedOnDying:")
public native void setSystemSpawnedOnDying(SCNParticleSystem v);
@Property(selector = "systemSpawnedOnCollision")
public native SCNParticleSystem getSystemSpawnedOnCollision();
@Property(selector = "setSystemSpawnedOnCollision:")
public native void setSystemSpawnedOnCollision(SCNParticleSystem v);
@Property(selector = "systemSpawnedOnLiving")
public native SCNParticleSystem getSystemSpawnedOnLiving();
@Property(selector = "setSystemSpawnedOnLiving:")
public native void setSystemSpawnedOnLiving(SCNParticleSystem v);
@Property(selector = "particleImage")
public native UIImage getParticleImage();
@Property(selector = "setParticleImage:")
public native void setParticleImage(UIImage v);
@Property(selector = "imageSequenceColumnCount")
public native @MachineSizedUInt long getImageSequenceColumnCount();
@Property(selector = "setImageSequenceColumnCount:")
public native void setImageSequenceColumnCount(@MachineSizedUInt long v);
@Property(selector = "imageSequenceRowCount")
public native @MachineSizedUInt long getImageSequenceRowCount();
@Property(selector = "setImageSequenceRowCount:")
public native void setImageSequenceRowCount(@MachineSizedUInt long v);
@Property(selector = "imageSequenceInitialFrame")
public native @MachineSizedFloat double getImageSequenceInitialFrame();
@Property(selector = "setImageSequenceInitialFrame:")
public native void setImageSequenceInitialFrame(@MachineSizedFloat double v);
@Property(selector = "imageSequenceInitialFrameVariation")
public native @MachineSizedFloat double getImageSequenceInitialFrameVariation();
@Property(selector = "setImageSequenceInitialFrameVariation:")
public native void setImageSequenceInitialFrameVariation(@MachineSizedFloat double v);
@Property(selector = "imageSequenceFrameRate")
public native @MachineSizedFloat double getImageSequenceFrameRate();
@Property(selector = "setImageSequenceFrameRate:")
public native void setImageSequenceFrameRate(@MachineSizedFloat double v);
@Property(selector = "imageSequenceFrameRateVariation")
public native @MachineSizedFloat double getImageSequenceFrameRateVariation();
@Property(selector = "setImageSequenceFrameRateVariation:")
public native void setImageSequenceFrameRateVariation(@MachineSizedFloat double v);
@Property(selector = "imageSequenceAnimationMode")
public native SCNParticleImageSequenceAnimationMode getImageSequenceAnimationMode();
@Property(selector = "setImageSequenceAnimationMode:")
public native void setImageSequenceAnimationMode(SCNParticleImageSequenceAnimationMode v);
@Property(selector = "particleColor")
public native UIColor getParticleColor();
@Property(selector = "setParticleColor:")
public native void setParticleColor(UIColor v);
@Property(selector = "particleColorVariation")
public native @ByVal SCNVector4 getParticleColorVariation();
@Property(selector = "setParticleColorVariation:")
public native void setParticleColorVariation(@ByVal SCNVector4 v);
@Property(selector = "particleSize")
public native @MachineSizedFloat double getParticleSize();
@Property(selector = "setParticleSize:")
public native void setParticleSize(@MachineSizedFloat double v);
@Property(selector = "particleSizeVariation")
public native @MachineSizedFloat double getParticleSizeVariation();
@Property(selector = "setParticleSizeVariation:")
public native void setParticleSizeVariation(@MachineSizedFloat double v);
@Property(selector = "blendMode")
public native SCNParticleBlendMode getBlendMode();
@Property(selector = "setBlendMode:")
public native void setBlendMode(SCNParticleBlendMode v);
@Property(selector = "isBlackPassEnabled")
public native boolean isBlackPassEnabled();
@Property(selector = "setBlackPassEnabled:")
public native void setBlackPassEnabled(boolean v);
@Property(selector = "orientationMode")
public native SCNParticleOrientationMode getOrientationMode();
@Property(selector = "setOrientationMode:")
public native void setOrientationMode(SCNParticleOrientationMode v);
@Property(selector = "sortingMode")
public native SCNParticleSortingMode getSortingMode();
@Property(selector = "setSortingMode:")
public native void setSortingMode(SCNParticleSortingMode v);
@Property(selector = "isLightingEnabled")
public native boolean isLightingEnabled();
@Property(selector = "setLightingEnabled:")
public native void setLightingEnabled(boolean v);
@Property(selector = "affectedByGravity")
public native boolean isAffectedByGravity();
@Property(selector = "setAffectedByGravity:")
public native void setAffectedByGravity(boolean v);
@Property(selector = "affectedByPhysicsFields")
public native boolean isAffectedByPhysicsFields();
@Property(selector = "setAffectedByPhysicsFields:")
public native void setAffectedByPhysicsFields(boolean v);
@Property(selector = "particleDiesOnCollision")
public native boolean particleDiesOnCollision();
@Property(selector = "setParticleDiesOnCollision:")
public native void setParticleDiesOnCollision(boolean v);
@Property(selector = "colliderNodes")
public native NSArray getColliderNodes();
@Property(selector = "setColliderNodes:")
public native void setColliderNodes(NSArray v);
@Property(selector = "particleMass")
public native @MachineSizedFloat double getParticleMass();
@Property(selector = "setParticleMass:")
public native void setParticleMass(@MachineSizedFloat double v);
@Property(selector = "particleMassVariation")
public native @MachineSizedFloat double getParticleMassVariation();
@Property(selector = "setParticleMassVariation:")
public native void setParticleMassVariation(@MachineSizedFloat double v);
@Property(selector = "particleBounce")
public native @MachineSizedFloat double getParticleBounce();
@Property(selector = "setParticleBounce:")
public native void setParticleBounce(@MachineSizedFloat double v);
@Property(selector = "particleBounceVariation")
public native @MachineSizedFloat double getParticleBounceVariation();
@Property(selector = "setParticleBounceVariation:")
public native void setParticleBounceVariation(@MachineSizedFloat double v);
@Property(selector = "particleFriction")
public native @MachineSizedFloat double getParticleFriction();
@Property(selector = "setParticleFriction:")
public native void setParticleFriction(@MachineSizedFloat double v);
@Property(selector = "particleFrictionVariation")
public native @MachineSizedFloat double getParticleFrictionVariation();
@Property(selector = "setParticleFrictionVariation:")
public native void setParticleFrictionVariation(@MachineSizedFloat double v);
@Property(selector = "particleCharge")
public native @MachineSizedFloat double getParticleCharge();
@Property(selector = "setParticleCharge:")
public native void setParticleCharge(@MachineSizedFloat double v);
@Property(selector = "particleChargeVariation")
public native @MachineSizedFloat double getParticleChargeVariation();
@Property(selector = "setParticleChargeVariation:")
public native void setParticleChargeVariation(@MachineSizedFloat double v);
@Property(selector = "dampingFactor")
public native @MachineSizedFloat double getDampingFactor();
@Property(selector = "setDampingFactor:")
public native void setDampingFactor(@MachineSizedFloat double v);
@Property(selector = "speedFactor")
public native @MachineSizedFloat double getSpeedFactor();
@Property(selector = "setSpeedFactor:")
public native void setSpeedFactor(@MachineSizedFloat double v);
@Property(selector = "stretchFactor")
public native @MachineSizedFloat double getStretchFactor();
@Property(selector = "setStretchFactor:")
public native void setStretchFactor(@MachineSizedFloat double v);
@Property(selector = "fresnelExponent")
public native @MachineSizedFloat double getFresnelExponent();
@Property(selector = "setFresnelExponent:")
public native void setFresnelExponent(@MachineSizedFloat double v);
@Property(selector = "propertyControllers")
public native @com.bugvm.rt.bro.annotation.Marshaler(SCNParticleProperty.AsPropertyControllerMapMarshaler.class) Map getPropertyControllers();
@Property(selector = "setPropertyControllers:")
public native void setPropertyControllers(@com.bugvm.rt.bro.annotation.Marshaler(SCNParticleProperty.AsPropertyControllerMapMarshaler.class) Map v);
/* */
/**//* */
/**/
@Method(selector = "reset")
public native void reset();
@Method(selector = "handleEvent:forProperties:withBlock:")
public native void handleEventForProperties(SCNParticleEvent event, @com.bugvm.rt.bro.annotation.Marshaler(SCNParticleProperty.AsListMarshaler.class) List properties, @Block("(,,,@MachineSizedSInt)") VoidBlock4 block);
@Method(selector = "addModifierForProperties:atStage:withBlock:")
public native void addModifierForProperties(@com.bugvm.rt.bro.annotation.Marshaler(SCNParticleProperty.AsListMarshaler.class) List properties, SCNParticleModifierStage stage, @Block("(,,,@MachineSizedSInt)") VoidBlock4 block);
@Method(selector = "removeModifiersOfStage:")
public native void removeModifiersOfStage(SCNParticleModifierStage stage);
@Method(selector = "removeAllModifiers")
public native void removeAllModifiers();
@Method(selector = "particleSystem")
public static native SCNParticleSystem create();
@Method(selector = "particleSystemNamed:inDirectory:")
public static native SCNParticleSystem create(String name, String directory);
@Method(selector = "addAnimation:forKey:")
public native void addAnimation(CAAnimation animation, String key);
@Method(selector = "removeAllAnimations")
public native void removeAllAnimations();
@Method(selector = "removeAnimationForKey:")
public native void removeAnimation(String key);
@Method(selector = "animationKeys")
public native @com.bugvm.rt.bro.annotation.Marshaler(NSArray.AsStringListMarshaler.class) List getAnimationKeys();
@Method(selector = "animationForKey:")
public native CAAnimation getAnimation(String key);
/**
* @since Available in iOS 8.0 and later.
*/
@Method(selector = "pauseAnimationForKey:")
public native void pauseAnimation(String key);
/**
* @since Available in iOS 8.0 and later.
*/
@Method(selector = "resumeAnimationForKey:")
public native void resumeAnimation(String key);
/**
* @since Available in iOS 8.0 and later.
*/
@Method(selector = "isAnimationForKeyPaused:")
public native boolean isAnimationPaused(String key);
/**
* @since Available in iOS 8.0 and later.
*/
@Method(selector = "removeAnimationForKey:fadeOutDuration:")
public native void removeAnimation(String key, @MachineSizedFloat double duration);
/* */
}