Skip to content
Permalink
Branch: master
Find file Copy path
Find file Copy path
Fetching contributors…
Cannot retrieve contributors at this time
540 lines (539 sloc) 28.4 KB
<Type Name="SCNPhysicsConeTwistJoint" FullName="SceneKit.SCNPhysicsConeTwistJoint">
<TypeSignature Language="C#" Value="public class SCNPhysicsConeTwistJoint : SceneKit.SCNPhysicsBehavior" />
<TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit SCNPhysicsConeTwistJoint extends SceneKit.SCNPhysicsBehavior" />
<TypeSignature Language="DocId" Value="T:SceneKit.SCNPhysicsConeTwistJoint" />
<TypeSignature Language="F#" Value="type SCNPhysicsConeTwistJoint = class&#xA; inherit SCNPhysicsBehavior" />
<AssemblyInfo>
<AssemblyName>Xamarin.iOS</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Base>
<BaseTypeName>SceneKit.SCNPhysicsBehavior</BaseTypeName>
</Base>
<Interfaces />
<Attributes>
<Attribute>
<AttributeName>Foundation.Register("SCNPhysicsConeTwistJoint", true)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.WatchOS, 4, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.TvOS, 11, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 13, ObjCRuntime.PlatformArchitecture.Arch64, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 11, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<Docs>
<summary>To be added.</summary>
<remarks>To be added.</remarks>
</Docs>
<Members>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public SCNPhysicsConeTwistJoint ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor() cil managed" />
<MemberSignature Language="DocId" Value="M:SceneKit.SCNPhysicsConeTwistJoint.#ctor" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("init")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters />
<Docs>
<summary>Default constructor, initializes a new instance of this class.</summary>
<remarks />
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="public SCNPhysicsConeTwistJoint (Foundation.NSCoder coder);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(class Foundation.NSCoder coder) cil managed" />
<MemberSignature Language="DocId" Value="M:SceneKit.SCNPhysicsConeTwistJoint.#ctor(Foundation.NSCoder)" />
<MemberSignature Language="F#" Value="new SceneKit.SCNPhysicsConeTwistJoint : Foundation.NSCoder -&gt; SceneKit.SCNPhysicsConeTwistJoint" Usage="new SceneKit.SCNPhysicsConeTwistJoint coder" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("initWithCoder:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.DesignatedInitializer</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="coder" Type="Foundation.NSCoder" />
</Parameters>
<Docs>
<param name="coder">The unarchiver object.</param>
<summary>A constructor that initializes the object from the data stored in the unarchiver object.</summary>
<remarks>
<para>This constructor is provided to allow the class to be initialized from an unarchiver (for example, during NIB deserialization). This is part of the <see cref="T:Foundation.NSCoding" /> protocol.</para>
<para>If developers want to create a subclass of this object and continue to support deserialization from an archive, they should implement a constructor with an identical signature: taking a single parameter of type <see cref="T:Foundation.NSCoder" /> and decorate it with the [Export("initWithCoder:"] attribute declaration.</para>
<para>The state of this object can also be serialized by using the companion method, EncodeTo.</para>
</remarks>
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected SCNPhysicsConeTwistJoint (Foundation.NSObjectFlag t);" />
<MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(class Foundation.NSObjectFlag t) cil managed" />
<MemberSignature Language="DocId" Value="M:SceneKit.SCNPhysicsConeTwistJoint.#ctor(Foundation.NSObjectFlag)" />
<MemberSignature Language="F#" Value="new SceneKit.SCNPhysicsConeTwistJoint : Foundation.NSObjectFlag -&gt; SceneKit.SCNPhysicsConeTwistJoint" Usage="new SceneKit.SCNPhysicsConeTwistJoint t" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="t" Type="Foundation.NSObjectFlag" />
</Parameters>
<Docs>
<param name="t">Unused sentinel value, pass NSObjectFlag.Empty.</param>
<summary>Constructor to call on derived classes to skip initialization and merely allocate the object.</summary>
<remarks>
<para>This constructor should be called by derived classes when they completely construct the object in managed code and merely want the runtime to allocate and initialize the NSObject. This is required to implement the two-step initialization process that Objective-C uses, the first step is to perform the object allocation, the second step is to initialize the object. When developers invoke the constructor that takes the NSObjectFlag.Empty they take advantage of a direct path that goes all the way up to NSObject to merely allocate the object's memory and bind the Objective-C and C# objects together. The actual initialization of the object is up to the developer.</para>
<para>This constructor is typically used by the binding generator to allocate the object, but prevent the actual initialization to take place. Once the allocation has taken place, the constructor has to initialize the object. With constructors generated by the binding generator this means that it manually invokes one of the "init" methods to initialize the object.</para>
<para>It is the developer's responsibility to completely initialize the object if they chain up using the NSObjectFlag.Empty path.</para>
<para>In general, if the developer's constructor invokes the NSObjectFlag.Empty base implementation, then it should be calling an Objective-C init method. If this is not the case, developers should instead chain to the proper constructor in their class. </para>
<para>The argument value is ignored and merely ensures that the only code that is executed is the construction phase is the basic NSObject allocation and runtime type registration. Typically the chaining would look like this:</para>
<example>
<code lang="csharp lang-csharp"><![CDATA[
//
// The NSObjectFlag merely allocates the object and registers the
// C# class with the Objective-C runtime if necessary, but no actual
// initXxx method is invoked, that is done later in the constructor
//
// This is taken from Xamarin.iOS's source code:
//
[Export ("initWithFrame:")]
public UIView (System.Drawing.RectangleF frame) : base (NSObjectFlag.Empty)
{
// Invoke the init method now.
var initWithFrame = new Selector ("initWithFrame:").Handle;
if (IsDirectBinding)
Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSend_CGRect (this.Handle, initWithFrame, frame);
else
Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSendSuper_CGRect (this.SuperHandle, initWithFrame, frame);
}
]]></code>
</example>
</remarks>
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected internal SCNPhysicsConeTwistJoint (IntPtr handle);" />
<MemberSignature Language="ILAsm" Value=".method familyorassemblyhidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
<MemberSignature Language="DocId" Value="M:SceneKit.SCNPhysicsConeTwistJoint.#ctor(System.IntPtr)" />
<MemberSignature Language="F#" Value="new SceneKit.SCNPhysicsConeTwistJoint : nativeint -&gt; SceneKit.SCNPhysicsConeTwistJoint" Usage="new SceneKit.SCNPhysicsConeTwistJoint handle" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="handle" Type="System.IntPtr" />
</Parameters>
<Docs>
<param name="handle">Pointer (handle) to the unmanaged object.</param>
<summary>A constructor used when creating managed representations of unmanaged objects; Called by the runtime.</summary>
<remarks>
<para>This constructor is invoked by the runtime infrastructure (<see cref="M:ObjCRuntime.Runtime.GetNSObject(System.IntPtr)" />) to create a new managed representation for a pointer to an unmanaged Objective-C object. Developers should not invoke this method directly, instead they should call the GetNSObject method as it will prevent two instances of a managed object to point to the same native object.</para>
</remarks>
</Docs>
</Member>
<Member MemberName="BodyA">
<MemberSignature Language="C#" Value="public virtual SceneKit.SCNPhysicsBody BodyA { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance class SceneKit.SCNPhysicsBody BodyA" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.BodyA" />
<MemberSignature Language="F#" Value="member this.BodyA : SceneKit.SCNPhysicsBody" Usage="SceneKit.SCNPhysicsConeTwistJoint.BodyA" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("bodyA")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>SceneKit.SCNPhysicsBody</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="BodyB">
<MemberSignature Language="C#" Value="public virtual SceneKit.SCNPhysicsBody BodyB { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance class SceneKit.SCNPhysicsBody BodyB" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.BodyB" />
<MemberSignature Language="F#" Value="member this.BodyB : SceneKit.SCNPhysicsBody" Usage="SceneKit.SCNPhysicsConeTwistJoint.BodyB" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("bodyB")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>SceneKit.SCNPhysicsBody</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>
<para>(More documentation for this node is coming)</para>
<para tool="nullallowed">This value can be <see langword="null" />.</para>
</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="ClassHandle">
<MemberSignature Language="C#" Value="public override IntPtr ClassHandle { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance native int ClassHandle" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.ClassHandle" />
<MemberSignature Language="F#" Value="member this.ClassHandle : nativeint" Usage="SceneKit.SCNPhysicsConeTwistJoint.ClassHandle" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.IntPtr</ReturnType>
</ReturnValue>
<Docs>
<summary>The handle for this class.</summary>
<value>The pointer to the Objective-C class.</value>
<remarks>Each Xamarin.iOS class mirrors an unmanaged Objective-C class. This value contains the pointer to the Objective-C class, it is similar to calling objc_getClass with the object name.</remarks>
</Docs>
</Member>
<Member MemberName="FrameA">
<MemberSignature Language="C#" Value="public virtual SceneKit.SCNMatrix4 FrameA { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype SceneKit.SCNMatrix4 FrameA" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.FrameA" />
<MemberSignature Language="F#" Value="member this.FrameA : SceneKit.SCNMatrix4 with get, set" Usage="SceneKit.SCNPhysicsConeTwistJoint.FrameA" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("frameA", ObjCRuntime.ArgumentSemantic.UnsafeUnretained)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>set: Foundation.Export("setFrameA:", ObjCRuntime.ArgumentSemantic.UnsafeUnretained)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>SceneKit.SCNMatrix4</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="FrameB">
<MemberSignature Language="C#" Value="public virtual SceneKit.SCNMatrix4 FrameB { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype SceneKit.SCNMatrix4 FrameB" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.FrameB" />
<MemberSignature Language="F#" Value="member this.FrameB : SceneKit.SCNMatrix4 with get, set" Usage="SceneKit.SCNPhysicsConeTwistJoint.FrameB" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("frameB", ObjCRuntime.ArgumentSemantic.UnsafeUnretained)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>set: Foundation.Export("setFrameB:", ObjCRuntime.ArgumentSemantic.UnsafeUnretained)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>SceneKit.SCNMatrix4</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="FromBodies">
<MemberSignature Language="C#" Value="public static SceneKit.SCNPhysicsConeTwistJoint FromBodies (SceneKit.SCNPhysicsBody bodyA, SceneKit.SCNMatrix4 frameA, SceneKit.SCNPhysicsBody bodyB, SceneKit.SCNMatrix4 frameB);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SceneKit.SCNPhysicsConeTwistJoint FromBodies(class SceneKit.SCNPhysicsBody bodyA, valuetype SceneKit.SCNMatrix4 frameA, class SceneKit.SCNPhysicsBody bodyB, valuetype SceneKit.SCNMatrix4 frameB) cil managed" />
<MemberSignature Language="DocId" Value="M:SceneKit.SCNPhysicsConeTwistJoint.FromBodies(SceneKit.SCNPhysicsBody,SceneKit.SCNMatrix4,SceneKit.SCNPhysicsBody,SceneKit.SCNMatrix4)" />
<MemberSignature Language="F#" Value="static member FromBodies : SceneKit.SCNPhysicsBody * SceneKit.SCNMatrix4 * SceneKit.SCNPhysicsBody * SceneKit.SCNMatrix4 -&gt; SceneKit.SCNPhysicsConeTwistJoint" Usage="SceneKit.SCNPhysicsConeTwistJoint.FromBodies (bodyA, frameA, bodyB, frameB)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("jointWithBodyA:frameA:bodyB:frameB:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>SceneKit.SCNPhysicsConeTwistJoint</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="bodyA" Type="SceneKit.SCNPhysicsBody" />
<Parameter Name="frameA" Type="SceneKit.SCNMatrix4" />
<Parameter Name="bodyB" Type="SceneKit.SCNPhysicsBody" />
<Parameter Name="frameB" Type="SceneKit.SCNMatrix4" />
</Parameters>
<Docs>
<param name="bodyA">To be added.</param>
<param name="frameA">To be added.</param>
<param name="bodyB">To be added.</param>
<param name="frameB">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="FromBody">
<MemberSignature Language="C#" Value="public static SceneKit.SCNPhysicsConeTwistJoint FromBody (SceneKit.SCNPhysicsBody body, SceneKit.SCNMatrix4 frame);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SceneKit.SCNPhysicsConeTwistJoint FromBody(class SceneKit.SCNPhysicsBody body, valuetype SceneKit.SCNMatrix4 frame) cil managed" />
<MemberSignature Language="DocId" Value="M:SceneKit.SCNPhysicsConeTwistJoint.FromBody(SceneKit.SCNPhysicsBody,SceneKit.SCNMatrix4)" />
<MemberSignature Language="F#" Value="static member FromBody : SceneKit.SCNPhysicsBody * SceneKit.SCNMatrix4 -&gt; SceneKit.SCNPhysicsConeTwistJoint" Usage="SceneKit.SCNPhysicsConeTwistJoint.FromBody (body, frame)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("jointWithBody:frame:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>SceneKit.SCNPhysicsConeTwistJoint</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="body" Type="SceneKit.SCNPhysicsBody" />
<Parameter Name="frame" Type="SceneKit.SCNMatrix4" />
</Parameters>
<Docs>
<param name="body">To be added.</param>
<param name="frame">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="MaximumAngularLimit1">
<MemberSignature Language="C#" Value="public virtual nfloat MaximumAngularLimit1 { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype System.nfloat MaximumAngularLimit1" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.MaximumAngularLimit1" />
<MemberSignature Language="F#" Value="member this.MaximumAngularLimit1 : nfloat with get, set" Usage="SceneKit.SCNPhysicsConeTwistJoint.MaximumAngularLimit1" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("maximumAngularLimit1")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>set: Foundation.Export("setMaximumAngularLimit1:")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.nfloat</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="MaximumAngularLimit2">
<MemberSignature Language="C#" Value="public virtual nfloat MaximumAngularLimit2 { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype System.nfloat MaximumAngularLimit2" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.MaximumAngularLimit2" />
<MemberSignature Language="F#" Value="member this.MaximumAngularLimit2 : nfloat with get, set" Usage="SceneKit.SCNPhysicsConeTwistJoint.MaximumAngularLimit2" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("maximumAngularLimit2")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>set: Foundation.Export("setMaximumAngularLimit2:")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.nfloat</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="MaximumTwistAngle">
<MemberSignature Language="C#" Value="public virtual nfloat MaximumTwistAngle { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype System.nfloat MaximumTwistAngle" />
<MemberSignature Language="DocId" Value="P:SceneKit.SCNPhysicsConeTwistJoint.MaximumTwistAngle" />
<MemberSignature Language="F#" Value="member this.MaximumTwistAngle : nfloat with get, set" Usage="SceneKit.SCNPhysicsConeTwistJoint.MaximumTwistAngle" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("maximumTwistAngle")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>set: Foundation.Export("setMaximumTwistAngle:")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.nfloat</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
</Members>
</Type>
You can’t perform that action at this time.