/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ #include "SpineIkConstraint.h" #include "SpineBone.h" #include "SpineCommon.h" #include "SpineSprite.h" void SpineIkConstraint::_bind_methods() { ClassDB::bind_method(D_METHOD("update"), &SpineIkConstraint::update); ClassDB::bind_method(D_METHOD("get_order"), &SpineIkConstraint::get_order); ClassDB::bind_method(D_METHOD("get_data"), &SpineIkConstraint::get_data); ClassDB::bind_method(D_METHOD("get_bones"), &SpineIkConstraint::get_bones); ClassDB::bind_method(D_METHOD("get_target"), &SpineIkConstraint::get_target); ClassDB::bind_method(D_METHOD("set_target", "v"), &SpineIkConstraint::set_target); ClassDB::bind_method(D_METHOD("get_bend_direction"), &SpineIkConstraint::get_bend_direction); ClassDB::bind_method(D_METHOD("set_bend_direction", "v"), &SpineIkConstraint::set_bend_direction); ClassDB::bind_method(D_METHOD("get_compress"), &SpineIkConstraint::get_compress); ClassDB::bind_method(D_METHOD("set_compress", "v"), &SpineIkConstraint::set_compress); ClassDB::bind_method(D_METHOD("get_stretch"), &SpineIkConstraint::get_stretch); ClassDB::bind_method(D_METHOD("set_stretch", "v"), &SpineIkConstraint::set_stretch); ClassDB::bind_method(D_METHOD("get_mix"), &SpineIkConstraint::get_mix); ClassDB::bind_method(D_METHOD("set_mix", "v"), &SpineIkConstraint::set_mix); ClassDB::bind_method(D_METHOD("get_softness"), &SpineIkConstraint::get_softness); ClassDB::bind_method(D_METHOD("set_softness", "v"), &SpineIkConstraint::set_softness); ClassDB::bind_method(D_METHOD("is_active"), &SpineIkConstraint::is_active); ClassDB::bind_method(D_METHOD("set_active", "v"), &SpineIkConstraint::set_active); } void SpineIkConstraint::update() { SPINE_CHECK(get_spine_object(), ) get_spine_object()->update(spine::Physics_Update); } int SpineIkConstraint::get_order() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getOrder(); } Ref SpineIkConstraint::get_data() { SPINE_CHECK(get_spine_object(), nullptr) auto &ik_constraint_data = get_spine_object()->getData(); Ref ik_constraint_data_ref(memnew(SpineIkConstraintData)); ik_constraint_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &ik_constraint_data); return ik_constraint_data_ref; } Array SpineIkConstraint::get_bones() { Array result; SPINE_CHECK(get_spine_object(), result) auto &bones = get_spine_object()->getBones(); result.resize((int) bones.size()); for (int i = 0; i < bones.size(); ++i) { auto bone = bones[i]; Ref bone_ref(memnew(SpineBone)); bone_ref->set_spine_object(get_spine_owner(), bone); result[i] = bone_ref; } return result; } Ref SpineIkConstraint::get_target() { SPINE_CHECK(get_spine_object(), nullptr) auto target = get_spine_object()->getTarget(); if (!target) return nullptr; Ref target_ref(memnew(SpineBone)); target_ref->set_spine_object(get_spine_owner(), target); return target_ref; } void SpineIkConstraint::set_target(Ref v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setTarget(v.is_valid() && v->get_spine_object() ? v->get_spine_object() : nullptr); } int SpineIkConstraint::get_bend_direction() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getBendDirection(); } void SpineIkConstraint::set_bend_direction(int v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setBendDirection(v); } bool SpineIkConstraint::get_compress() { SPINE_CHECK(get_spine_object(), false) return get_spine_object()->getCompress(); } void SpineIkConstraint::set_compress(bool v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setCompress(v); } bool SpineIkConstraint::get_stretch() { SPINE_CHECK(get_spine_object(), false) return get_spine_object()->getStretch(); } void SpineIkConstraint::set_stretch(bool v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setStretch(v); } float SpineIkConstraint::get_mix() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getMix(); } void SpineIkConstraint::set_mix(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setMix(v); } float SpineIkConstraint::get_softness() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getSoftness(); } void SpineIkConstraint::set_softness(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setSoftness(v); } bool SpineIkConstraint::is_active() { SPINE_CHECK(get_spine_object(), false) return get_spine_object()->isActive(); } void SpineIkConstraint::set_active(bool v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setActive(v); }