// // Spine Runtimes License Agreement // Last updated April 5, 2025. Replaces all prior versions. // // Copyright (c) 2013-2025, Esoteric Software LLC // // Integration of the Spine Runtimes into software or otherwise creating // derivative works of the Spine Runtimes is permitted under the terms and // conditions of Section 2 of the Spine Editor License Agreement: // http://esotericsoftware.com/spine-editor-license // // Otherwise, it is permitted to integrate the Spine Runtimes into software // or otherwise create derivative works of the Spine Runtimes (collectively, // "Products"), provided that each user of the Products must obtain their own // Spine Editor license and redistribution of the Products in any form must // include this license and copyright notice. // // THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, // BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF // THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // AUTO GENERATED FILE, DO NOT EDIT. import Foundation import SpineC /// The current pose for a bone, before constraints are applied. /// /// A bone has a local transform which is used to compute its world transform. A bone also has an /// applied transform, which is a local transform that can be applied to compute the world /// transform. The local transform and applied transform may differ if a constraint or application /// code modifies the world transform after it was computed from the local transform. @objc(SpineBone) @objcMembers public class Bone: PosedActive, Posed, Update { @nonobjc public init(fromPointer ptr: spine_bone) { super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_posed_active_wrapper.self)) } /// - Parameter parent: May be NULL. public convenience init(_ data: BoneData, _ parent: Bone?) { let ptr = spine_bone_create( data._ptr.assumingMemoryBound(to: spine_bone_data_wrapper.self), parent?._ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) self.init(fromPointer: ptr!) } /// Copy constructor. Does not copy the children bones. public static func from(_ bone: Bone, _ parent: Bone?) -> Bone { let ptr = spine_bone_create2( bone._ptr.assumingMemoryBound(to: spine_bone_wrapper.self), parent?._ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return Bone(fromPointer: ptr!) } public var rtti: Rtti { let result = spine_bone_get_rtti(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return Rtti(fromPointer: result!) } /// The parent bone, or null if this is the root bone. public var parent: Bone? { let result = spine_bone_get_parent(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return result.map { Bone(fromPointer: $0) } } /// The immediate children of this bone. public var children: ArrayBone { let result = spine_bone_get_children(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return ArrayBone(fromPointer: result!) } /// The constraint's setup pose data. public var data: BoneData { let result = spine_bone_get_data(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return BoneData(fromPointer: result!) } public var pose: BoneLocal { let result = spine_bone_get_pose(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return BoneLocal(fromPointer: result!) } public var appliedPose: BonePose { let result = spine_bone_get_applied_pose(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return BonePose(fromPointer: result!) } public var isPoseEqualToApplied: Bool { let result = spine_bone_is_pose_equal_to_applied(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) return result } public static func isYDown() -> Bool { let result = spine_bone_is_y_down() return result } public static func setYDown(_ value: Bool) { spine_bone_set_y_down(value) } public func update(_ skeleton: Skeleton, _ physics: Physics) { spine_bone_update( _ptr.assumingMemoryBound(to: spine_bone_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), spine_physics(rawValue: UInt32(physics.rawValue))) } public func resetConstrained() { spine_bone_reset_constrained(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) } public func constrained() { spine_bone_constrained(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) } public static func rttiStatic() -> Rtti { let result = spine_bone_rtti() return Rtti(fromPointer: result!) } public override func dispose() { spine_bone_dispose(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self)) } }