SCNPhysicsBody
SCNPhysicsBody(IntPtr)
SCNPhysicsBody(NativeHandle)
SCNPhysicsBody(NSCoder)
SCNPhysicsBody(NSObjectFlag)
AffectedByGravity
AllowsResting
AngularDamping
AngularRestingThreshold
AngularVelocity
AngularVelocityFactor
CategoryBitMask
CenterOfMassOffset
Charge
ClassHandle
CollisionBitMask
ContactTestBitMask
ContinuousCollisionDetectionThreshold
Damping
Friction
IsResting
LinearRestingThreshold
Mass
MomentOfInertia
PhysicsShape
Restitution
RollingFriction
Type
UsesDefaultMomentOfInertia
Velocity
VelocityFactor
ApplyForce(SCNVector3, Boolean)
ApplyForce(SCNVector3, SCNVector3, Boolean)
ApplyTorque(SCNVector4, Boolean)
ClearAllForces()
Copy(NSZone)
CreateBody(SCNPhysicsBodyType, SCNPhysicsShape)
CreateDynamicBody()
CreateKinematicBody()
CreateStaticBody()
EncodeTo(NSCoder)
ResetTransform()
SetResting(Boolean)
xamarinmac
namespace SceneKit
{
[Introduced(PlatformName.WatchOS, 3, 0, PlatformArchitecture.All, null)]
[Introduced(PlatformName.MacOSX, 10, 10, PlatformArchitecture.All, null)]
[Introduced(PlatformName.iOS, 8, 0, PlatformArchitecture.All, null)]
[Register("SCNPhysicsBody", true)]
public class SCNPhysicsBody : NSObject, INSCoding, INSCopying, INSSecureCoding, INativeObject, IDisposable
{
[BindingImpl(BindingImplOptions.GeneratedCode | BindingImplOptions.Optimizable)]
[Export("setResting:")]
[Introduced(PlatformName.WatchOS, 5, 0, PlatformArchitecture.All, null)]
[Introduced(PlatformName.TvOS, 12, 0, PlatformArchitecture.All, null)]
[Introduced(PlatformName.MacOSX, 10, 14, PlatformArchitecture.All, null)]
[Introduced(PlatformName.iOS, 12, 0, PlatformArchitecture.All, null)]
public virtual void SetResting(bool resting);
}
}
.NET | 6.07.08.09.0 |
---|---|
Information specific to xamarinmac | |
Assembly | Xamarin.Mac , Version=0.0.0.0, PublicKeyToken=84e04ff9cfb79065 |
Referencing | The API is automatically referenced. |
Platform Restrictions | This framework does not have platform annotations. |
- Built-in API
- Package-provided API