// 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(SpineSkeletonBounds) @objcMembers public final class SkeletonBounds: NSObject { internal let wrappee: spine_skeleton_bounds internal init(_ wrappee: spine_skeleton_bounds) { self.wrappee = wrappee super.init() } public override func isEqual(_ object: Any?) -> Bool { guard let other = object as? SkeletonBounds else { return false } return self.wrappee == other.wrappee } public override var hash: Int { var hasher = Hasher() hasher.combine(self.wrappee) return hasher.finalize() } public convenience init() { let ptr = spine_skeleton_bounds_create() self.init(ptr) } public func update(skeleton: Skeleton, updateAabb: Bool) { spine_skeleton_bounds_update(wrappee, skeleton.wrappee, updateAabb ? 1 : 0) } public func aabbContainsPoint(x: Float, y: Float) -> Bool { return spine_skeleton_bounds_aabb_contains_point(wrappee, x, y) != 0 } public func aabbIntersectsSegment(x1: Float, y1: Float, x2: Float, y2: Float) -> Bool { return spine_skeleton_bounds_aabb_intersects_segment(wrappee, x1, y1, x2, y2) != 0 } public func aabbIntersectsSkeleton(bounds: SkeletonBounds) -> Bool { return spine_skeleton_bounds_aabb_intersects_skeleton(wrappee, bounds.wrappee) != 0 } public func containsPoint(polygon: Polygon, x: Float, y: Float) -> Bool { return spine_skeleton_bounds_contains_point_1(wrappee, polygon.wrappee, x, y) != 0 } public func containsPoint(x: Float, y: Float) -> BoundingBoxAttachment { let result = spine_skeleton_bounds_contains_point_2(wrappee, x, y) return BoundingBoxAttachment(result) } public func intersectsSegment(x1: Float, y1: Float, x2: Float, y2: Float) -> BoundingBoxAttachment { let result = spine_skeleton_bounds_intersects_segment_1(wrappee, x1, y1, x2, y2) return BoundingBoxAttachment(result) } public func intersectsSegment(polygon: Polygon, x1: Float, y1: Float, x2: Float, y2: Float) -> Bool { return spine_skeleton_bounds_intersects_segment_2(wrappee, polygon.wrappee, x1, y1, x2, y2) != 0 } public func getPolygon(attachment: BoundingBoxAttachment) -> Polygon { let result = spine_skeleton_bounds_get_polygon(wrappee, attachment.wrappee) return Polygon(result) } public func getBoundingBox(polygon: Polygon) -> BoundingBoxAttachment { let result = spine_skeleton_bounds_get_bounding_box(wrappee, polygon.wrappee) return BoundingBoxAttachment(result) } public func getPolygons() -> ArrayPolygon { return spine_skeleton_bounds_get_polygons(wrappee) } public func getBoundingBoxes() -> ArrayBoundingBoxAttachment { return spine_skeleton_bounds_get_bounding_boxes(wrappee) } public func getMinX() -> Float { return spine_skeleton_bounds_get_min_x(wrappee) } public func getMinY() -> Float { return spine_skeleton_bounds_get_min_y(wrappee) } public func getMaxX() -> Float { return spine_skeleton_bounds_get_max_x(wrappee) } public func getMaxY() -> Float { return spine_skeleton_bounds_get_max_y(wrappee) } public func getWidth() -> Float { return spine_skeleton_bounds_get_width(wrappee) } public func getHeight() -> Float { return spine_skeleton_bounds_get_height(wrappee) } deinit { spine_skeleton_bounds_dispose(wrappee) } }