mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-25 22:23:42 +08:00
[godot] Clean-up SpineSkeleton.
This commit is contained in:
parent
676a7443dd
commit
ca0d9ad740
@ -76,11 +76,11 @@ String SpineBoneData::get_bone_name() {
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Ref<SpineBoneData> SpineBoneData::get_parent() {
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SPINE_CHECK(bone_data, nullptr)
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auto p = bone_data->getParent();
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if (p == nullptr) return nullptr;
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Ref<SpineBoneData> gd_bone_data(memnew(SpineBoneData));
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gd_bone_data->set_spine_object(p);
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return gd_bone_data;
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auto parent = bone_data->getParent();
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if (!parent) return nullptr;
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Ref<SpineBoneData> parent_ref(memnew(SpineBoneData));
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parent_ref->set_spine_object(parent);
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return parent_ref;
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}
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float SpineBoneData::get_length() {
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@ -38,4 +38,6 @@
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return ret; \
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}
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#endif
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#define SPINE_STRING(x) spine::String((x).utf8())
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#endif
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@ -131,7 +131,7 @@ Array SpinePathConstraint::get_bones() {
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Ref<SpineSlot> SpinePathConstraint::get_target() {
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SPINE_CHECK(path_constraint, nullptr)
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auto target = path_constraint->getTarget();
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if (target == nullptr) return nullptr;
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if (!target) return nullptr;
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Ref<SpineSlot> target_ref(memnew(SpineSlot));
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target_ref->set_spine_object(target);
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return target_ref;
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@ -28,6 +28,7 @@
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*****************************************************************************/
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#include "SpineSkeleton.h"
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#include "SpineCommon.h"
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void SpineSkeleton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("update_world_transform"), &SpineSkeleton::update_world_transform);
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@ -49,7 +50,7 @@ void SpineSkeleton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_data"), &SpineSkeleton::get_skeleton_data_res);
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ClassDB::bind_method(D_METHOD("get_bones"), &SpineSkeleton::get_bones);
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ClassDB::bind_method(D_METHOD("get_slots"), &SpineSkeleton::get_slots);
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ClassDB::bind_method(D_METHOD("get_draw_orders"), &SpineSkeleton::get_draw_orders);
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ClassDB::bind_method(D_METHOD("get_draw_order"), &SpineSkeleton::get_draw_order);
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ClassDB::bind_method(D_METHOD("get_ik_constraints"), &SpineSkeleton::get_ik_constraints);
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ClassDB::bind_method(D_METHOD("get_path_constraints"), &SpineSkeleton::get_path_constraints);
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ClassDB::bind_method(D_METHOD("get_transform_constraints"), &SpineSkeleton::get_transform_constraints);
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@ -90,26 +91,30 @@ void SpineSkeleton::set_spine_sprite(SpineSprite* sprite) {
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this->sprite = sprite;
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}
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#define S_T(x) (spine::String((x).utf8()))
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void SpineSkeleton::update_world_transform() {
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SPINE_CHECK(skeleton,)
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skeleton->updateWorldTransform();
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}
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void SpineSkeleton::set_to_setup_pose() {
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SPINE_CHECK(skeleton,)
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skeleton->setToSetupPose();
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}
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void SpineSkeleton::set_bones_to_setup_pose() {
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SPINE_CHECK(skeleton,)
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skeleton->setBonesToSetupPose();
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}
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void SpineSkeleton::set_slots_to_setup_pose() {
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SPINE_CHECK(skeleton,)
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skeleton->setSlotsToSetupPose();
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}
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Ref<SpineBone> SpineSkeleton::find_bone(const String &name) {
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SPINE_CHECK(skeleton, nullptr)
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if (name.empty()) return nullptr;
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auto bone = skeleton->findBone(S_T(name));
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auto bone = skeleton->findBone(SPINE_STRING(name));
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if (!bone) return nullptr;
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(bone);
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@ -118,8 +123,9 @@ Ref<SpineBone> SpineSkeleton::find_bone(const String &name) {
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}
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Ref<SpineSlot> SpineSkeleton::find_slot(const String &name) {
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SPINE_CHECK(skeleton, nullptr)
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if (name.empty()) return nullptr;
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auto slot = skeleton->findSlot(S_T(name));
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auto slot = skeleton->findSlot(SPINE_STRING(name));
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if (!slot) return nullptr;
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Ref<SpineSlot> slot_ref(memnew(SpineSlot));
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slot_ref->set_spine_object(slot);
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@ -127,217 +133,232 @@ Ref<SpineSlot> SpineSkeleton::find_slot(const String &name) {
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}
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void SpineSkeleton::set_skin_by_name(const String &skin_name) {
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skeleton->setSkin(S_T(skin_name));
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SPINE_CHECK(skeleton,)
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skeleton->setSkin(SPINE_STRING(skin_name));
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}
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void SpineSkeleton::set_skin(Ref<SpineSkin> new_skin) {
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if (new_skin.is_valid())
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skeleton->setSkin(new_skin->get_spine_object());
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else
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skeleton->setSkin(nullptr);
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SPINE_CHECK(skeleton,)
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skeleton->setSkin(new_skin.is_valid() ? new_skin->get_spine_object() : nullptr);
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}
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Ref<SpineAttachment> SpineSkeleton::get_attachment_by_slot_name(const String &slot_name, const String &attachment_name) {
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auto a = skeleton->getAttachment(S_T(slot_name), S_T(attachment_name));
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if (a == nullptr) return nullptr;
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Ref<SpineAttachment> gd_a(memnew(SpineAttachment));
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gd_a->set_spine_object(a);
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return gd_a;
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SPINE_CHECK(skeleton, nullptr)
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auto attachment = skeleton->getAttachment(SPINE_STRING(slot_name), SPINE_STRING(attachment_name));
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if (!attachment) return nullptr;
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Ref<SpineAttachment> attachment_ref(memnew(SpineAttachment));
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attachment_ref->set_spine_object(attachment);
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return attachment_ref;
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}
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Ref<SpineAttachment> SpineSkeleton::get_attachment_by_slot_index(int slot_index, const String &attachment_name) {
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auto a = skeleton->getAttachment(slot_index, S_T(attachment_name));
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if (a == nullptr) return nullptr;
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Ref<SpineAttachment> gd_a(memnew(SpineAttachment));
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gd_a->set_spine_object(a);
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return gd_a;
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SPINE_CHECK(skeleton, nullptr)
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auto attachment = skeleton->getAttachment(slot_index, SPINE_STRING(attachment_name));
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if (!attachment) return nullptr;
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Ref<SpineAttachment> attachment_ref(memnew(SpineAttachment));
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attachment_ref->set_spine_object(attachment);
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return attachment_ref;
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}
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void SpineSkeleton::set_attachment(const String &slot_name, const String &attachment_name) {
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SPINE_CHECK(skeleton,)
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ERR_FAIL_COND(slot_name.empty());
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ERR_FAIL_COND(get_attachment_by_slot_name(slot_name, attachment_name) == nullptr);
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skeleton->setAttachment(S_T(slot_name), S_T(attachment_name));
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skeleton->setAttachment(SPINE_STRING(slot_name), SPINE_STRING(attachment_name));
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}
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Ref<SpineIkConstraint> SpineSkeleton::find_ik_constraint(const String &constraint_name) {
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SPINE_CHECK(skeleton, nullptr)
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if (constraint_name.empty()) return nullptr;
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auto c = skeleton->findIkConstraint(S_T(constraint_name));
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if (c == nullptr) return nullptr;
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Ref<SpineIkConstraint> gd_c(memnew(SpineIkConstraint));
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gd_c->set_spine_object(c);
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return gd_c;
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auto constraint = skeleton->findIkConstraint(SPINE_STRING(constraint_name));
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if (!constraint) return nullptr;
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Ref<SpineIkConstraint> constraint_ref(memnew(SpineIkConstraint));
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constraint_ref->set_spine_object(constraint);
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return constraint_ref;
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}
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Ref<SpineTransformConstraint> SpineSkeleton::find_transform_constraint(const String &constraint_name) {
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SPINE_CHECK(skeleton, nullptr)
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if (constraint_name.empty()) return nullptr;
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auto c = skeleton->findTransformConstraint(S_T(constraint_name));
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if (c == nullptr) return nullptr;
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Ref<SpineTransformConstraint> gd_c(memnew(SpineTransformConstraint));
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gd_c->set_spine_object(c);
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return gd_c;
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auto constraint = skeleton->findTransformConstraint(SPINE_STRING(constraint_name));
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if (!constraint) return nullptr;
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Ref<SpineTransformConstraint> constraint_ref(memnew(SpineTransformConstraint));
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constraint_ref->set_spine_object(constraint);
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return constraint_ref;
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}
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Ref<SpinePathConstraint> SpineSkeleton::find_path_constraint(const String &constraint_name) {
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SPINE_CHECK(skeleton, nullptr)
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if (constraint_name.empty()) return nullptr;
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auto c = skeleton->findPathConstraint(S_T(constraint_name));
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if (c == nullptr) return nullptr;
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Ref<SpinePathConstraint> gd_c(memnew(SpinePathConstraint));
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gd_c->set_spine_object(c);
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return gd_c;
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auto constraint = skeleton->findPathConstraint(SPINE_STRING(constraint_name));
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if (!constraint) return nullptr;
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Ref<SpinePathConstraint> constraint_ref(memnew(SpinePathConstraint));
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constraint_ref->set_spine_object(constraint);
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return constraint_ref;
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}
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Dictionary SpineSkeleton::get_bounds() {
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Rect2 SpineSkeleton::get_bounds() {
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SPINE_CHECK(skeleton, Rect2(0, 0, 0, 0))
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float x, y, w, h;
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spine::Vector<float> vertex_buffer;
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skeleton->getBounds(x, y, w, h, vertex_buffer);
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Dictionary res;
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res["x"] = x;
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res["y"] = y;
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res["w"] = w;
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res["h"] = h;
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Array gd_a;
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gd_a.resize(vertex_buffer.size());
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for (size_t i = 0; i < gd_a.size(); ++i) {
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gd_a[i] = vertex_buffer[i];
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}
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res["vertex_buffer"] = gd_a;
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return res;
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skeleton->getBounds(x, y, w, h, bounds_vertex_buffer);
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return Rect2(x, y, w, h);
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}
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Ref<SpineBone> SpineSkeleton::get_root_bone() {
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auto b = skeleton->getRootBone();
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if (b == nullptr) return nullptr;
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Ref<SpineBone> gd_b(memnew(SpineBone));
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gd_b->set_spine_object(b);
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gd_b->set_spine_sprite(sprite);
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return gd_b;
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SPINE_CHECK(skeleton, nullptr)
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auto bone = skeleton->getRootBone();
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if (!bone) return nullptr;
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(bone);
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bone_ref->set_spine_sprite(sprite);
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return bone_ref;
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}
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Array SpineSkeleton::get_bones() {
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auto &as = skeleton->getBones();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == nullptr) gd_as[i] = Ref<SpineBone>(nullptr);
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Ref<SpineBone> gd_a(memnew(SpineBone));
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gd_a->set_spine_object(b);
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gd_a->set_spine_sprite(sprite);
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gd_as[i] = gd_a;
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Array result;
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SPINE_CHECK(skeleton, result)
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auto &bones = skeleton->getBones();
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result.resize((int)bones.size());
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for (int i = 0; i < result.size(); ++i) {
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auto bone = bones[i];
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(bone);
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bone_ref->set_spine_sprite(sprite);
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result[i] = bone_ref;
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}
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return gd_as;
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return result;
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}
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Array SpineSkeleton::get_slots() {
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auto &as = skeleton->getSlots();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == nullptr) gd_as[i] = Ref<SpineSlot>(nullptr);
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Ref<SpineSlot> gd_a(memnew(SpineSlot));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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Array result;
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SPINE_CHECK(skeleton, result)
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auto &slots = skeleton->getSlots();
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result.resize((int)slots.size());
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for (int i = 0; i < result.size(); ++i) {
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auto slot = slots[i];
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Ref<SpineSlot> slot_ref(memnew(SpineSlot));
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slot_ref->set_spine_object(slot);
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result[i] = slot_ref;
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}
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return gd_as;
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return result;
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}
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Array SpineSkeleton::get_draw_orders() {
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auto &as = skeleton->getDrawOrder();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == nullptr) gd_as[i] = Ref<SpineSlot>(nullptr);
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Ref<SpineSlot> gd_a(memnew(SpineSlot));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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Array SpineSkeleton::get_draw_order() {
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Array result;
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SPINE_CHECK(skeleton, result)
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auto &slots = skeleton->getDrawOrder();
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result.resize((int)slots.size());
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for (int i = 0; i < result.size(); ++i) {
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auto slot = slots[i];
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Ref<SpineSlot> slot_ref(memnew(SpineSlot));
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slot_ref->set_spine_object(slot);
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result[i] = slot_ref;
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}
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return gd_as;
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return result;
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}
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Array SpineSkeleton::get_ik_constraints() {
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auto &as = skeleton->getIkConstraints();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == nullptr) gd_as[i] = Ref<SpineIkConstraint>(nullptr);
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Ref<SpineIkConstraint> gd_a(memnew(SpineIkConstraint));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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Array result;
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SPINE_CHECK(skeleton, result)
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auto &constraints = skeleton->getIkConstraints();
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result.resize((int)constraints.size());
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for (int i = 0; i < result.size(); ++i) {
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auto constraint = constraints[i];
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Ref<SpineIkConstraint> constraint_ref(memnew(SpineIkConstraint));
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constraint_ref->set_spine_object(constraint);
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result[i] = constraint_ref;
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}
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return gd_as;
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return result;
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}
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Array SpineSkeleton::get_path_constraints() {
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auto &as = skeleton->getPathConstraints();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == nullptr) gd_as[i] = Ref<SpinePathConstraint>(nullptr);
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Ref<SpinePathConstraint> gd_a(memnew(SpinePathConstraint));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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Array result;
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SPINE_CHECK(skeleton, result)
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auto &constraints = skeleton->getPathConstraints();
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result.resize((int)constraints.size());
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for (int i = 0; i < result.size(); ++i) {
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auto constraint = constraints[i];
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Ref<SpinePathConstraint> constraint_ref(memnew(SpinePathConstraint));
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constraint_ref->set_spine_object(constraint);
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result[i] = constraint_ref;
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}
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return gd_as;
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return result;
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}
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Array SpineSkeleton::get_transform_constraints() {
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auto &as = skeleton->getTransformConstraints();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == nullptr) gd_as[i] = Ref<SpineTransformConstraint>(nullptr);
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Ref<SpineTransformConstraint> gd_a(memnew(SpineTransformConstraint));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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Array result;
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SPINE_CHECK(skeleton, result)
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auto &constraints = skeleton->getTransformConstraints();
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result.resize((int)constraints.size());
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for (int i = 0; i < result.size(); ++i) {
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auto constraint = constraints[i];
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Ref<SpineTransformConstraint> constraint_ref(memnew(SpineTransformConstraint));
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constraint_ref->set_spine_object(constraint);
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result[i] = constraint_ref;
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}
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return gd_as;
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return result;
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}
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Ref<SpineSkin> SpineSkeleton::get_skin() {
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auto s = skeleton->getSkin();
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if (s == nullptr) return nullptr;
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Ref<SpineSkin> gd_s(memnew(SpineSkin));
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gd_s->set_spine_object(s);
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return gd_s;
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SPINE_CHECK(skeleton, nullptr)
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auto skin = skeleton->getSkin();
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if (!skin) return nullptr;
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Ref<SpineSkin> skin_ref(memnew(SpineSkin));
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skin_ref->set_spine_object(skin);
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return skin_ref;
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}
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Color SpineSkeleton::get_color() {
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auto &c = skeleton->getColor();
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return Color(c.r, c.g, c.b, c.a);
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SPINE_CHECK(skeleton, Color(0, 0, 0, 0))
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auto &color = skeleton->getColor();
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return Color(color.r, color.g, color.b, color.a);
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}
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void SpineSkeleton::set_color(Color v) {
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auto &c = skeleton->getColor();
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c.set(v.r, v.g, v.b, v.a);
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||||
SPINE_CHECK(skeleton,)
|
||||
auto &color = skeleton->getColor();
|
||||
color.set(v.r, v.g, v.b, v.a);
|
||||
}
|
||||
|
||||
void SpineSkeleton::set_position(Vector2 pos) {
|
||||
SPINE_CHECK(skeleton,)
|
||||
skeleton->setPosition(pos.x, pos.y);
|
||||
}
|
||||
|
||||
float SpineSkeleton::get_x() {
|
||||
SPINE_CHECK(skeleton, 0)
|
||||
return skeleton->getX();
|
||||
}
|
||||
|
||||
void SpineSkeleton::set_x(float v) {
|
||||
SPINE_CHECK(skeleton,)
|
||||
skeleton->setX(v);
|
||||
}
|
||||
|
||||
float SpineSkeleton::get_y() {
|
||||
SPINE_CHECK(skeleton, 0)
|
||||
return skeleton->getY();
|
||||
}
|
||||
|
||||
void SpineSkeleton::set_y(float v) {
|
||||
SPINE_CHECK(skeleton,)
|
||||
skeleton->setY(v);
|
||||
}
|
||||
|
||||
float SpineSkeleton::get_scale_x() {
|
||||
SPINE_CHECK(skeleton, 1)
|
||||
return skeleton->getScaleX();
|
||||
}
|
||||
|
||||
void SpineSkeleton::set_scale_x(float v) {
|
||||
SPINE_CHECK(skeleton,)
|
||||
skeleton->setScaleX(v);
|
||||
}
|
||||
|
||||
float SpineSkeleton::get_scale_y() {
|
||||
SPINE_CHECK(skeleton, 1)
|
||||
return skeleton->getScaleY();
|
||||
}
|
||||
|
||||
void SpineSkeleton::set_scale_y(float v) {
|
||||
SPINE_CHECK(skeleton,)
|
||||
skeleton->setScaleY(v);
|
||||
}
|
||||
|
||||
@ -30,8 +30,6 @@
|
||||
#ifndef GODOT_SPINESKELETON_H
|
||||
#define GODOT_SPINESKELETON_H
|
||||
|
||||
#include <spine/spine.h>
|
||||
|
||||
#include "SpineSkeletonDataResource.h"
|
||||
#include "SpineBone.h"
|
||||
#include "SpineSlot.h"
|
||||
@ -44,30 +42,35 @@ class SpineSprite;
|
||||
class SpineSkeleton : public Reference {
|
||||
GDCLASS(SpineSkeleton, Reference);
|
||||
|
||||
friend class SpineBone;
|
||||
friend class SpineSlot;
|
||||
friend class SpineTimeline;
|
||||
friend class SpineSprite;
|
||||
friend class SpineAnimation;
|
||||
friend class SpineAnimationState;
|
||||
friend class SpineCollisionShapeProxy;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
void set_skeleton_data_res(Ref<SpineSkeletonDataResource> data_res);
|
||||
Ref<SpineSkeletonDataResource> get_skeleton_data_res() const;
|
||||
|
||||
void set_spine_object(spine::Skeleton *s) { skeleton = s; }
|
||||
spine::Skeleton *get_spine_object() { return skeleton; }
|
||||
|
||||
void set_spine_sprite(SpineSprite *sprite);
|
||||
|
||||
private:
|
||||
spine::Skeleton *skeleton;
|
||||
SpineSprite *sprite;
|
||||
Ref<SpineSkeletonDataResource> skeleton_data_res;
|
||||
spine::Vector<float> bounds_vertex_buffer;
|
||||
|
||||
public:
|
||||
SpineSkeleton();
|
||||
~SpineSkeleton();
|
||||
|
||||
void set_skeleton_data_res(Ref<SpineSkeletonDataResource> data_res);
|
||||
Ref<SpineSkeletonDataResource> get_skeleton_data_res() const;
|
||||
|
||||
inline void set_spine_object(spine::Skeleton *s) {
|
||||
skeleton = s;
|
||||
}
|
||||
inline spine::Skeleton *get_spine_object() {
|
||||
return skeleton;
|
||||
}
|
||||
|
||||
void set_spine_sprite(SpineSprite *sprite);
|
||||
|
||||
void update_world_transform();
|
||||
|
||||
void set_to_setup_pose();
|
||||
@ -81,45 +84,59 @@ public:
|
||||
Ref<SpineSlot> find_slot(const String &name);
|
||||
|
||||
void set_skin_by_name(const String &skin_name);
|
||||
|
||||
void set_skin(Ref<SpineSkin> new_skin);
|
||||
|
||||
Ref<SpineAttachment> get_attachment_by_slot_name(const String &slot_name, const String &attachment_name);
|
||||
|
||||
Ref<SpineAttachment> get_attachment_by_slot_index(int slot_index, const String &attachment_name);
|
||||
|
||||
void set_attachment(const String &slot_name, const String &attachment_name);
|
||||
|
||||
Ref<SpineIkConstraint> find_ik_constraint(const String &constraint_name);
|
||||
|
||||
Ref<SpineTransformConstraint> find_transform_constraint(const String &constraint_name);
|
||||
|
||||
Ref<SpinePathConstraint> find_path_constraint(const String &constraint_name);
|
||||
|
||||
Dictionary get_bounds();
|
||||
Rect2 get_bounds();
|
||||
|
||||
Ref<SpineBone> get_root_bone();
|
||||
|
||||
Array get_bones();
|
||||
|
||||
Array get_slots();
|
||||
Array get_draw_orders();
|
||||
|
||||
Array get_draw_order();
|
||||
|
||||
Array get_ik_constraints();
|
||||
|
||||
Array get_path_constraints();
|
||||
|
||||
Array get_transform_constraints();
|
||||
|
||||
Ref<SpineSkin> get_skin();
|
||||
|
||||
Color get_color();
|
||||
|
||||
void set_color(Color v);
|
||||
|
||||
void set_position(Vector2 pos);
|
||||
|
||||
float get_x();
|
||||
|
||||
void set_x(float v);
|
||||
|
||||
float get_y();
|
||||
|
||||
void set_y(float v);
|
||||
|
||||
float get_scale_x();
|
||||
|
||||
void set_scale_x(float v);
|
||||
|
||||
float get_scale_y();
|
||||
|
||||
void set_scale_y(float v);
|
||||
};
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user