// 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. // import Foundation @objc(SpineIkConstraint) @objcMembers public final class IkConstraint: PosedActive, Posed, Constraint { internal let wrappee: spine_ik_constraint internal init(_ wrappee: spine_ik_constraint) { self.wrappee = wrappee super.init(wrappee) } public convenience init(data: IkConstraintData, skeleton: Skeleton) { let ptr = spine_ik_constraint_create(data.wrappee, skeleton.wrappee) self.init(ptr) } public func getRtti() -> Rtti { let result = spine_ik_constraint_get_rtti(wrappee) return Rtti(result) } public func copy(skeleton: Skeleton) -> IkConstraint { let result = spine_ik_constraint_copy(wrappee, skeleton.wrappee) return IkConstraint(result) } public func update(skeleton: Skeleton, physics: Physics) { spine_ik_constraint_update(wrappee, skeleton.wrappee, physics) } public func sort(skeleton: Skeleton) { spine_ik_constraint_sort(wrappee, skeleton.wrappee) } public func isSourceActive() -> Bool { return spine_ik_constraint_is_source_active(wrappee) != 0 } public func getData() -> IkConstraintData { let result = spine_ik_constraint_get_data(wrappee) return IkConstraintData(result) } public func getBones() -> ArrayBonePose { return spine_ik_constraint_get_bones(wrappee) } public func getTarget() -> Bone { let result = spine_ik_constraint_get_target(wrappee) return Bone(result) } public func setTarget(inValue: Bone) { spine_ik_constraint_set_target(wrappee, inValue.wrappee) } public func apply(skeleton: Skeleton, bone: BonePose, targetX: Float, targetY: Float, compress: Bool, stretch: Bool, uniform: Bool, mix: Float) { spine_ik_constraint_apply_1(wrappee, skeleton.wrappee, bone.wrappee, targetX, targetY, compress ? 1 : 0, stretch ? 1 : 0, uniform ? 1 : 0, mix) } public func apply(skeleton: Skeleton, parent: BonePose, child: BonePose, targetX: Float, targetY: Float, bendDirection: Int32, stretch: Bool, uniform: Bool, softness: Float, mix: Float) { spine_ik_constraint_apply_2(wrappee, skeleton.wrappee, parent.wrappee, child.wrappee, targetX, targetY, bendDirection, stretch ? 1 : 0, uniform ? 1 : 0, softness, mix) } public func getPose() -> IkConstraintPose { let result = spine_ik_constraint_get_pose(wrappee) return IkConstraintPose(result) } public func getAppliedPose() -> IkConstraintPose { let result = spine_ik_constraint_get_applied_pose(wrappee) return IkConstraintPose(result) } public func resetConstrained() { spine_ik_constraint_reset_constrained(wrappee) } public func constrained() { spine_ik_constraint_constrained(wrappee) } public func isPoseEqualToApplied() -> Bool { return spine_ik_constraint_is_pose_equal_to_applied(wrappee) != 0 } public func isActive() -> Bool { return spine_ik_constraint_is_active(wrappee) != 0 } public func setActive(active: Bool) { spine_ik_constraint_set_active(wrappee, active ? 1 : 0) } public func rtti() -> Rtti { let result = spine_ik_constraint_rtti(wrappee) return Rtti(result) } deinit { spine_ik_constraint_dispose(wrappee) } }