Package apple.uikit

Class UIFieldBehavior

    • Constructor Detail

      • UIFieldBehavior

        protected UIFieldBehavior​(org.moe.natj.general.Pointer peer)
    • Method Detail

      • accessInstanceVariablesDirectly

        public static boolean accessInstanceVariablesDirectly()
      • allocWithZone

        public static java.lang.Object allocWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
      • automaticallyNotifiesObserversForKey

        public static boolean automaticallyNotifiesObserversForKey​(java.lang.String key)
      • cancelPreviousPerformRequestsWithTarget

        public static void cancelPreviousPerformRequestsWithTarget​(java.lang.Object aTarget)
      • cancelPreviousPerformRequestsWithTargetSelectorObject

        public static void cancelPreviousPerformRequestsWithTargetSelectorObject​(java.lang.Object aTarget,
                                                                                 org.moe.natj.objc.SEL aSelector,
                                                                                 java.lang.Object anArgument)
      • classFallbacksForKeyedArchiver

        public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
      • classForKeyedUnarchiver

        public static org.moe.natj.objc.Class classForKeyedUnarchiver()
      • debugDescription_static

        public static java.lang.String debugDescription_static()
      • description_static

        public static java.lang.String description_static()
      • dragField

        public static java.lang.Object dragField()
        Slows an object proportionally to the object’s velocity. Use this to simulate effects such as friction from motion through the air.
      • electricField

        public static java.lang.Object electricField()
        A force proportional to the charge on the object. A charge property has been added to UIDynamicItemBehavior to accomplish this. An example use of this field is to make objects behavior differently from one another when they enter a region, or to make an object's behavior different than its mass based behavior This field models the first part of the Lorentz equation, F = qE
      • fieldWithEvaluationBlock

        public static java.lang.Object fieldWithEvaluationBlock​(UIFieldBehavior.Block_fieldWithEvaluationBlock block)
        A field force with a custom force evaluator.
        Parameters:
        field - the field being evaluated
        position - The location to evaluate the force at
        velocity - The velocity to be considered during force evaluation. Useful for calculating drag.
        mass - The mass to be taken into account during force evaluation
        charge - The charge to be taken into account during force evaluation
        deltaTime - The current time step
      • hash_static

        public static long hash_static()
      • instanceMethodSignatureForSelector

        public static NSMethodSignature instanceMethodSignatureForSelector​(org.moe.natj.objc.SEL aSelector)
      • instancesRespondToSelector

        public static boolean instancesRespondToSelector​(org.moe.natj.objc.SEL aSelector)
      • isSubclassOfClass

        public static boolean isSubclassOfClass​(org.moe.natj.objc.Class aClass)
      • keyPathsForValuesAffectingValueForKey

        public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey​(java.lang.String key)
      • linearGravityFieldWithVector

        public static java.lang.Object linearGravityFieldWithVector​(CGVector direction)
        Applies a force in the direction of the vector in the local space. To repel objects, use a negative strength. The force is the same everywhere in the field. Varies with the mass of the object according to F = ma
        Parameters:
        direction - The direction the force is applied in the x,y plane. The length of the direction vector is multiplied by the field's strength property to get the final calculated force. All components of the direction vector are used to calculate the length.
        See Also:
        direction()
      • magneticField

        public static java.lang.Object magneticField()
        The magnetic field is a uniform field in the positive-z direction (coming out of the screen). When the velocity of a charged dynamic item is perpendicular to the uniform magnetic field, the item feels a resulting force normal to both the velocity and the B field. This results CCW circular motion. You can adjust the strength of the B field to be negative which will result in circular motion being CW instead of CCW. An example use of this field is to make objects behavior differently from one another when they enter a region, or to make an object's behavior different than its mass based behavior. This field models the second part of the Lorentz equation, F = qvB
      • new_objc

        public static java.lang.Object new_objc()
      • noiseFieldWithSmoothnessAnimationSpeed

        public static java.lang.Object noiseFieldWithSmoothnessAnimationSpeed​(double smoothness,
                                                                              double speed)
        A time varying differentiable Perlin simplex noise field. By default a smooth noise is calculated, and the field is time varying. To freeze the noise in place, set animationSpeed to 0.0. Mass is ignored.
        Parameters:
        smoothness - value of 0 means as noisy as possible, 1 means as smooth as possible
        animationSpeed - is the general field rate of change in Hz
        See Also:
        smoothness(), animationSpeed()
      • radialGravityFieldWithPosition

        public static java.lang.Object radialGravityFieldWithPosition​(CGPoint position)
        Applies a force in the direction of the origin of the field in local space. To repel objects, use a negative strength. The force is proportional to the distance from the field origin. Varies with the mass of the object according to F = ma
        Parameters:
        position - the origin of the field
        See Also:
        position()
      • resolveClassMethod

        public static boolean resolveClassMethod​(org.moe.natj.objc.SEL sel)
      • resolveInstanceMethod

        public static boolean resolveInstanceMethod​(org.moe.natj.objc.SEL sel)
      • setVersion_static

        public static void setVersion_static​(long aVersion)
      • springField

        public static java.lang.Object springField()
        A Hooke’s law force - a force linearly proportional to distance from the center of the field. An object in this field will oscillate with a period proportional to the inverse of the mass. An example use is to keep objects confined to a particular region.
      • superclass_static

        public static org.moe.natj.objc.Class superclass_static()
      • turbulenceFieldWithSmoothnessAnimationSpeed

        public static java.lang.Object turbulenceFieldWithSmoothnessAnimationSpeed​(double smoothness,
                                                                                   double speed)
        Just like Noise, except the strength of the noise is proportional to the velocity of the object in the field.
        Parameters:
        smoothness - value of 0 means as noisy as possible, 1 means as smooth as possible
        animationSpeed - is the general field rate of change in Hz
        See Also:
        smoothness(), animationSpeed()
      • velocityFieldWithVector

        public static java.lang.Object velocityFieldWithVector​(CGVector direction)
        Uses the supplied velocity vector for any object entering the field’s region of effect. Velocity fields override the effect of any other acceleration applied to the body.
        Parameters:
        direction - The directed velocity that will be applied to the body.
        See Also:
        direction()
      • version_static

        public static long version_static()
      • vortexField

        public static java.lang.Object vortexField()
        Applies a force tangential to the direction from the sample point to the field's position. The force will be CCW to the direction. Make the strength negative to apply force in the CW direction. Amount is proportional to distance from center and the object's mass. This can be used to create rotational effects.
      • animationSpeed

        public double animationSpeed()
        Fields that can be animated can have non zero values. A value of 2 will animate twice as fast as a value of 1.
      • direction

        public CGVector direction()
        The direction of the field. If the field is non-directional, a zero vector will be returned
      • falloff

        public double falloff()
        The falloff exponent used to calculate field strength at a distance. Falloff starts at the minimum radius. The default exponent is zero, which results in a uniform field with no falloff.
        See Also:
        minimumRadius()
      • items

        public NSArray<?> items()
      • minimumRadius

        public double minimumRadius()
        Minimum radius of effect. Default is very small.
      • position

        public CGPoint position()
        The position (origin) of the field in the reference coordinate system
      • region

        public UIRegion region()
        The region property is the domain of the field's effect. No force is applied to objects outside the region. The default region is the infiniteRegion
      • setAnimationSpeed

        public void setAnimationSpeed​(double value)
        Fields that can be animated can have non zero values. A value of 2 will animate twice as fast as a value of 1.
      • setDirection

        public void setDirection​(CGVector value)
        The direction of the field. If the field is non-directional, a zero vector will be returned
      • setFalloff

        public void setFalloff​(double value)
        The falloff exponent used to calculate field strength at a distance. Falloff starts at the minimum radius. The default exponent is zero, which results in a uniform field with no falloff.
        See Also:
        minimumRadius()
      • setMinimumRadius

        public void setMinimumRadius​(double value)
        Minimum radius of effect. Default is very small.
      • setPosition

        public void setPosition​(CGPoint value)
        The position (origin) of the field in the reference coordinate system
      • setRegion

        public void setRegion​(UIRegion value)
        The region property is the domain of the field's effect. No force is applied to objects outside the region. The default region is the infiniteRegion
      • setSmoothness

        public void setSmoothness​(double value)
        Fields without a smoothness component will return 0
      • setStrength

        public void setStrength​(double value)
        Strength scaling value. default 1.0
      • smoothness

        public double smoothness()
        Fields without a smoothness component will return 0
      • strength

        public double strength()
        Strength scaling value. default 1.0