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Version:
3.2.0 ▾
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{ Parsed from SceneKit.framework SCNPhysicsBody.h }
{$ifdef TYPES}
type
SCNPhysicsBodyPtr = ^SCNPhysicsBody;
{$endif}
{$ifdef TYPES}
type
SCNPhysicsBodyType = NSInteger;
SCNPhysicsBodyTypePtr = ^SCNPhysicsBodyType;
const
SCNPhysicsBodyTypeStatic = 0;
SCNPhysicsBodyTypeDynamic = 1;
SCNPhysicsBodyTypeKinematic = 2;
type
SCNPhysicsCollisionCategory = NSUInteger;
SCNPhysicsCollisionCategoryPtr = ^SCNPhysicsCollisionCategory;
const
SCNPhysicsCollisionCategoryDefault = 1 shl 0;
SCNPhysicsCollisionCategoryStatic = 1 shl 1;
SCNPhysicsCollisionCategoryAll = 0;
{$endif}
{$ifdef CLASSES}
type
SCNPhysicsBody = objcclass external (NSObject, NSCopyingProtocol, NSSecureCodingProtocol)
private
_reserved: id;
public
class function staticBody: instancetype; message 'staticBody';
class function dynamicBody: instancetype; message 'dynamicBody';
class function kinematicBody: instancetype; message 'kinematicBody';
class function bodyWithType_shape (type_: SCNPhysicsBodyType; shape: SCNPhysicsShape): instancetype; message 'bodyWithType:shape:';
procedure setType(newValue: SCNPhysicsBodyType); message 'setType:';
function type_: SCNPhysicsBodyType; message 'type';
procedure setMass(newValue: CGFloat); message 'setMass:';
function mass: CGFloat; message 'mass';
procedure setCharge(newValue: CGFloat); message 'setCharge:';
function charge: CGFloat; message 'charge';
procedure setFriction(newValue: CGFloat); message 'setFriction:';
function friction: CGFloat; message 'friction';
procedure setRestitution(newValue: CGFloat); message 'setRestitution:';
function restitution: CGFloat; message 'restitution';
procedure setRollingFriction(newValue: CGFloat); message 'setRollingFriction:';
function rollingFriction: CGFloat; message 'rollingFriction';
procedure setPhysicsShape(newValue: SCNPhysicsShape); message 'setPhysicsShape:';
function physicsShape: SCNPhysicsShape; message 'physicsShape';
function isResting: ObjCBOOL; message 'isResting';
procedure setAllowsResting(newValue: ObjCBOOL); message 'setAllowsResting:';
function allowsResting: ObjCBOOL; message 'allowsResting';
procedure setVelocity(newValue: SCNVector3); message 'setVelocity:';
function velocity: SCNVector3; message 'velocity';
procedure setAngularVelocity(newValue: SCNVector4); message 'setAngularVelocity:';
function angularVelocity: SCNVector4; message 'angularVelocity';
procedure setDamping(newValue: CGFloat); message 'setDamping:';
function damping: CGFloat; message 'damping';
procedure setAngularDamping(newValue: CGFloat); message 'setAngularDamping:';
function angularDamping: CGFloat; message 'angularDamping';
procedure setVelocityFactor(newValue: SCNVector3); message 'setVelocityFactor:';
function velocityFactor: SCNVector3; message 'velocityFactor';
procedure setAngularVelocityFactor(newValue: SCNVector3); message 'setAngularVelocityFactor:';
function angularVelocityFactor: SCNVector3; message 'angularVelocityFactor';
procedure setCategoryBitMask(newValue: NSUInteger); message 'setCategoryBitMask:';
function categoryBitMask: NSUInteger; message 'categoryBitMask';
procedure setCollisionBitMask(newValue: NSUInteger); message 'setCollisionBitMask:';
function collisionBitMask: NSUInteger; message 'collisionBitMask';
procedure applyForce_impulse (direction: SCNVector3; impulse: ObjCBOOL); message 'applyForce:impulse:';
procedure applyForce_atPosition_impulse (direction: SCNVector3; position: SCNVector3; impulse: ObjCBOOL); message 'applyForce:atPosition:impulse:';
procedure applyTorque_impulse (torque: SCNVector4; impulse: ObjCBOOL); message 'applyTorque:impulse:';
procedure clearAllForces; message 'clearAllForces';
procedure resetTransform; message 'resetTransform';
{ Adopted protocols }
function copyWithZone (zone: NSZonePtr): id; message 'copyWithZone:';
procedure encodeWithCoder (aCoder: NSCoder); message 'encodeWithCoder:';
function initWithCoder (aDecoder: NSCoder): id; message 'initWithCoder:';
class function supportsSecureCoding: ObjCBOOL; message 'supportsSecureCoding';
end;
{$endif}