[cpp] 4.3 porting WIP

This commit is contained in:
Mario Zechner 2025-06-12 18:19:28 +02:00
parent a1bd7dcd98
commit 1702ff5139
9 changed files with 127 additions and 127 deletions

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@ -40,7 +40,7 @@ namespace spine {
/// An interface for timelines which change the property of a bone.
class SP_API BoneTimeline {
RTTI_DECL
RTTI_DECL_NOPARENT
public:
BoneTimeline(int boneIndex) : _boneIndex(boneIndex) {}

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@ -34,8 +34,14 @@
#include <type_traits>
namespace spine {
class SP_API Posed {
public:
Posed() {}
virtual ~Posed() {}
};
template<class D, class P, class A>
class SP_API Posed : public SpineObject {
class SP_API PosedGeneric : public Posed, public SpineObject {
friend class AnimationState;
friend class BoneTimeline1;
friend class BoneTimeline2;
@ -100,7 +106,7 @@ namespace spine {
protected:
D& _data;
A _pose; ///< Stored as A type (concrete pose type) to match Java behavior
A _constrained; ///< Stored as A type (concrete pose type) to match Java behavior
A _constrained; ///< Stored as A type (concrete pose type) to match Java behavior
A* _applied; ///< Points to either _pose or _constrained, reassignable like Java
};
}

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@ -34,16 +34,11 @@
#include <spine/Posed.h>
namespace spine {
template<class D, class P, class A>
class SP_API PosedActive : public Posed<D, P, A> {
friend class SlotCurveTimeline;
protected:
bool _active;
class SP_API PosedActive {
public:
PosedActive(D& data);
virtual ~PosedActive();
PosedActive() {}
virtual ~PosedActive() {}
/// Returns false when this constraint won't be updated by
/// Skeleton::updateWorldTransform() because a skin is required and the
@ -53,21 +48,21 @@ namespace spine {
/// @see PosedData::getSkinRequired()
/// @see Skeleton::updateCache()
bool isActive();
protected:
bool _active;
};
template<class D, class P, class A>
PosedActive<D, P, A>::PosedActive(D& data) : Posed<D, P, A>(data), _active(false) {
this->setupPose();
}
class SP_API PosedActiveGeneric : public PosedGeneric<D, P, A> {
friend class SlotCurveTimeline;
template<class D, class P, class A>
PosedActive<D, P, A>::~PosedActive() {
}
template<class D, class P, class A>
bool PosedActive<D, P, A>::isActive() {
return _active;
}
}
public:
PosedActive(D &data): PosedGeneric<D, P, A>(data), _active(false) {
this->setupPose();
}
virtual ~PosedActive() {}
};
}// namespace spine
#endif /* SPINE_POSEDACTIVE_H_ */

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@ -43,6 +43,8 @@ namespace spine {
class Bone;
class BonePose;
class Updatable;
class Slot;
@ -51,7 +53,7 @@ namespace spine {
class PathConstraint;
class PhysicsConstraint;
class PhysicsConstraint;
class TransformConstraint;
@ -59,7 +61,7 @@ namespace spine {
class Attachment;
class SkeletonClipping;
class SkeletonClipping;
class SP_API Skeleton : public SpineObject {
friend class AnimationState;
@ -113,6 +115,7 @@ namespace spine {
friend class TransformConstraintTimeline;
friend class BoneTimeline1;
friend class BoneTimeline2;
friend class RotateTimeline;
@ -129,8 +132,18 @@ namespace spine {
friend class BonePose;
friend class IkConstraint;
friend class PathConstraint;
friend class PhysicsConstraint;
friend class TransformConstraint;
friend class Slider;
public:
explicit Skeleton(SkeletonData *skeletonData);
explicit Skeleton(SkeletonData &skeletonData);
~Skeleton();
@ -140,28 +153,48 @@ namespace spine {
void printUpdateCache();
/// Updates the world transform for each bone and applies all constraints.
///
/// See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
/// Runtimes Guide.
void constrained(Posed &object);
void sortBone(Bone *bone);
static void sortReset(Vector<Bone *> &bones);
/// Updates the world transform for each bone and applies all constraints.
///
/// See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
/// Runtimes Guide.
void updateWorldTransform(Physics physics);
void updateWorldTransform(Physics physics, Bone *parent);
void updateWorldTransform(Physics physics, BonePose *parent);
/// Sets the bones, constraints, and slots to their setup pose values.
void setToSetupPose();
void setupPose();
/// Sets the bones and constraints to their setup pose values.
void setBonesToSetupPose();
void setupPoseBones();
void setSlotsToSetupPose();
void setupPoseSlots();
SkeletonData *getData();
Vector<Bone *> &getBones();
Vector<Update *> &getUpdateCache();
Bone *getRootBone();
/// @return May be NULL.
Bone *findBone(const String &boneName);
Vector<Slot *> &getSlots();
/// @return May be NULL.
Slot *findSlot(const String &slotName);
Vector<Slot *> &getDrawOrder();
Skin *getSkin();
/// Sets a skin by name (see setSkin).
void setSkin(const String &skinName);
@ -183,17 +216,23 @@ namespace spine {
/// @param attachmentName May be empty.
void setAttachment(const String &slotName, const String &attachmentName);
/// @return May be NULL.
IkConstraint *findIkConstraint(const String &constraintName);
Vector<Constraint *> &getConstraints();
/// @return May be NULL.
TransformConstraint *findTransformConstraint(const String &constraintName);
Vector<PhysicsConstraint *> &getPhysicsConstraints();
/// @return May be NULL.
PathConstraint *findPathConstraint(const String &constraintName);
/// @return May be NULL.
PhysicsConstraint *findPhysicsConstraint(const String &constraintName);
template<typename T>
T *findConstraint(const String &constraintName) {
if (constraintName.isEmpty()) return NULL;
for (size_t i = 0; i < _constraints.size(); i++) {
Constraint *constraint = _constraints[i];
if (constraint->getRTTI().isExactly(T::RTTI)) {
if (constraint->getData().getName() == constraintName) {
return (T *) constraint;
}
}
}
return NULL;
}
/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
@ -202,42 +241,12 @@ namespace spine {
/// @param outHeight The height of the AABB.
/// @param outVertexBuffer Reference to hold a Vector of floats. This method will assign it with new floats as needed.
// @param clipping Pointer to a SkeletonClipping instance or NULL. If a clipper is given, clipping attachments will be taken into account.
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer);
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer);
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer, SkeletonClipping *clipper);
Bone *getRootBone();
SkeletonData *getData();
Vector<Bone *> &getBones();
Vector<Update *> &getUpdateCacheList();
Vector<Slot *> &getSlots();
Vector<Slot *> &getDrawOrder();
Vector<IkConstraint *> &getIkConstraints();
Vector<PathConstraint *> &getPathConstraints();
Vector<TransformConstraint *> &getTransformConstraints();
Vector<PhysicsConstraint *> &getPhysicsConstraints();
Skin *getSkin();
Color &getColor();
void setPosition(float x, float y);
float getX();
void setX(float inValue);
float getY();
void setY(float inValue);
void setColor(Color &color);
float getScaleX();
@ -247,69 +256,65 @@ namespace spine {
void setScaleY(float inValue);
float getTime();
void setScale(float scaleX, float scaleY);
void setTime(float time);
float getX();
void update(float delta);
void setX(float inValue);
float getWindX();
float getY();
void setWindX(float windX);
void setY(float inValue);
float getWindY();
void setPosition(float x, float y);
void setWindY(float windY);
float getWindX();
float getGravityX();
void setWindX(float windX);
void setGravityX(float gravityX);
float getWindY();
float getGravityY();
void setWindY(float windY);
void setGravityY(float gravityY);
float getGravityX();
/// Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the
/// specified point in world space.
void physicsTranslate(float x, float y);
void setGravityX(float gravityX);
/// Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
void physicsRotate(float x, float y, float degrees);
float getGravityY();
void setGravityY(float gravityY);
/// Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the
/// specified point in world space.
void physicsTranslate(float x, float y);
/// Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
void physicsRotate(float x, float y, float degrees);
float getTime();
void setTime(float time);
void update(float delta);
protected:
Vector<Update *> _updateCache;
private:
SkeletonData *_data;
SkeletonData &_data;
Vector<Bone *> _bones;
Vector<Slot *> _slots;
Vector<Slot *> _drawOrder;
Vector<IkConstraint *> _ikConstraints;
Vector<TransformConstraint *> _transformConstraints;
Vector<PathConstraint *> _pathConstraints;
Vector<PhysicsConstraint *> _physicsConstraints;
Vector<Update *> _updateCache;
Vector<Constraint *> _constraints;
Vector<PhysicsConstraint *> _physics;
Skin *_skin;
Color _color;
float _scaleX, _scaleY;
float _x, _y;
float _time;
float _windX, _windY, _gravityX, _gravityY;
int _update;
void sortIkConstraint(IkConstraint *constraint);
void sortPathConstraint(PathConstraint *constraint);
void sortPhysicsConstraint(PhysicsConstraint *constraint);
void sortTransformConstraint(TransformConstraint *constraint);
void sortPathConstraintAttachment(Skin *skin, size_t slotIndex, Bone &slotBone);
void sortPathConstraintAttachment(Attachment *attachment, Bone &slotBone);
void sortBone(Bone *bone);
static void sortReset(Vector<Bone *> &bones);
float _time;
float _windX, _windY, _gravityX, _gravityY;
int _update;
};
}
}// namespace spine
#endif /* Spine_Skeleton_h */

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@ -32,6 +32,7 @@
#include <spine/Vector.h>
#include <spine/SpineString.h>
#include <spine/ConstraintData.h>
namespace spine {
class BoneData;

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@ -44,7 +44,7 @@ namespace spine {
/// Stores a slot's current pose. Slots organize attachments for Skeleton drawOrder purposes and provide a place to store
/// state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared
/// across multiple skeletons.
class SP_API Slot : public Posed<SlotData, SlotPose, SlotPose> {
class SP_API Slot : public PosedGeneric<SlotData, SlotPose, SlotPose> {
friend class VertexAttachment;
friend class Skeleton;

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@ -60,13 +60,6 @@
#include <spine/EventData.h>
#include <spine/EventTimeline.h>
#include <spine/Extension.h>
#include <spine/FromProperty.h>
#include <spine/FromRotate.h>
#include <spine/FromScaleX.h>
#include <spine/FromScaleY.h>
#include <spine/FromShearY.h>
#include <spine/FromX.h>
#include <spine/FromY.h>
#include <spine/HasRendererObject.h>
#include <spine/HashMap.h>
#include <spine/IkConstraint.h>

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@ -38,7 +38,7 @@
using namespace spine;
RTTI_IMPL(BoneTimeline, BoneTimeline)
RTTI_IMPL_NOPARENT(BoneTimeline)
RTTI_IMPL(BoneTimeline1, CurveTimeline1)

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@ -296,7 +296,7 @@ void IkConstraint::sort(Skeleton& skeleton) {
skeleton.sortBone(_target);
Bone* parent = _bones[0]->_bone;
skeleton.sortBone(parent);
skeleton.updateCache.add(this);
skeleton._updateCache.add(this);
parent->_sorted = false;
skeleton.sortReset(parent->_children);
skeleton.constrained(parent);