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SCNPhysicsBallSocketJoint.Create Method

Definition

Overloads

Create(SCNPhysicsBody, SCNVector3)

[Foundation.Export("jointWithBody:anchor:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public static SceneKit.SCNPhysicsBallSocketJoint Create(SceneKit.SCNPhysicsBody body, SceneKit.SCNVector3 anchor);
[<Foundation.Export("jointWithBody:anchor:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
static member Create : SceneKit.SCNPhysicsBody * SceneKit.SCNVector3 -> SceneKit.SCNPhysicsBallSocketJoint

Parameters

anchor
SCNVector3

Returns

Attributes

Applies to

Create(SCNPhysicsBody, SCNVector3, SCNPhysicsBody, SCNVector3)

[Foundation.Export("jointWithBodyA:anchorA:bodyB:anchorB:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public static SceneKit.SCNPhysicsBallSocketJoint Create(SceneKit.SCNPhysicsBody bodyA, SceneKit.SCNVector3 anchorA, SceneKit.SCNPhysicsBody bodyB, SceneKit.SCNVector3 anchorB);
[<Foundation.Export("jointWithBodyA:anchorA:bodyB:anchorB:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
static member Create : SceneKit.SCNPhysicsBody * SceneKit.SCNVector3 * SceneKit.SCNPhysicsBody * SceneKit.SCNVector3 -> SceneKit.SCNPhysicsBallSocketJoint

Parameters

anchorA
SCNVector3
anchorB
SCNVector3

Returns

Attributes

Applies to