/****************************************************************************** * 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. *****************************************************************************/ #ifndef Spine_Bone_h #define Spine_Bone_h #include #include #include #include #include #include namespace spine { /// A bone has a number of poses: /// - BoneData::getSetupPose(): The setup pose. /// - getPose(): The local pose. Set by animations and app code. /// - getAppliedPose(): The applied local pose. This is the local pose modified by constraints and app code. /// - The world transform on the applied pose, computed by Skeleton::updateWorldTransform(Physics) and /// BonePose::updateWorldTransform(Skeleton). class SP_API Bone : public PosedGeneric, public PosedActive, public Update { friend class AnimationState; friend class RotateTimeline; friend class IkConstraint; friend class TransformConstraint; friend class VertexAttachment; friend class PathConstraint; friend class PhysicsConstraint; friend class Skeleton; friend class Slider; friend class RegionAttachment; friend class PointAttachment; friend class AttachmentTimeline; friend class RGBATimeline; friend class RGBTimeline; friend class AlphaTimeline; friend class RGBA2Timeline; friend class RGB2Timeline; friend class ScaleTimeline; friend class ScaleXTimeline; friend class ScaleYTimeline; friend class ShearTimeline; friend class ShearXTimeline; friend class ShearYTimeline; friend class TranslateTimeline; friend class TranslateXTimeline; friend class TranslateYTimeline; friend class InheritTimeline; RTTI_DECL public: /// @param parent May be NULL. Bone(BoneData &data, Bone *parent); /// Copy constructor. Does not copy the children bones. Bone(Bone &bone, Bone *parent); /// The parent bone, or null if this is the root bone. Bone *getParent(); /// The immediate children of this bone. Array &getChildren(); static bool isYDown() { return yDown; } static void setYDown(bool value) { yDown = value; } virtual void update(Skeleton &skeleton, Physics physics) override { // No-op, need to extend Update so we can stuff Bone into Skeleton.updateCache temporarily. // See Skeleton::updateCache(). } private: static bool yDown; Bone *const _parent; Array _children; bool _sorted; }; } #endif /* Spine_Bone_h */