/*
* 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 org.robovm.apple.spritekit;
/*<imports>*/
import java.io.*;
import java.nio.*;
import java.util.*;
import org.robovm.objc.*;
import org.robovm.objc.annotation.*;
import org.robovm.objc.block.*;
import org.robovm.rt.*;
import org.robovm.rt.annotation.*;
import org.robovm.rt.bro.*;
import org.robovm.rt.bro.annotation.*;
import org.robovm.rt.bro.ptr.*;
import org.robovm.apple.foundation.*;
import org.robovm.apple.uikit.*;
import org.robovm.apple.coregraphics.*;
import org.robovm.apple.dispatch.*;
import org.robovm.apple.coreimage.*;
import org.robovm.apple.avfoundation.*;
import org.robovm.apple.glkit.*;
import org.robovm.apple.scenekit.*;
import org.robovm.apple.gameplaykit.*;
/*</imports>*/
/*<javadoc>*/
/*</javadoc>*/
/*<annotations>*/@Library("SpriteKit") @NativeClass/*</annotations>*/
/*<visibility>*/public/*</visibility>*/ class /*<name>*/SKPhysicsBody/*</name>*/
extends /*<extends>*/NSObject/*</extends>*/
/*<implements>*/implements NSCoding/*</implements>*/ {
/*<ptr>*/public static class SKPhysicsBodyPtr extends Ptr<SKPhysicsBody, SKPhysicsBodyPtr> {}/*</ptr>*/
/*<bind>*/static { ObjCRuntime.bind(SKPhysicsBody.class); }/*</bind>*/
/*<constants>*//*</constants>*/
/*<constructors>*/
public SKPhysicsBody() {}
protected SKPhysicsBody(SkipInit skipInit) { super(skipInit); }
public SKPhysicsBody(NSCoder aDecoder) { super((SkipInit) null); initObject(init(aDecoder)); }
/*</constructors>*/
/*<properties>*/
@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<SKPhysicsJoint> 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);
/*</properties>*/
/*<members>*//*</members>*/
/*<methods>*/
@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<SKPhysicsBody> 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<SKPhysicsBody> bodies);
@Method(selector = "encodeWithCoder:")
public native void encode(NSCoder coder);
@Method(selector = "initWithCoder:")
protected native @Pointer long init(NSCoder aDecoder);
/*</methods>*/
}