#include "physics_constraint.h" #include using namespace spine; spine_physics_constraint spine_physics_constraint_create(spine_physics_constraint_data data, spine_skeleton skeleton) { return (spine_physics_constraint) new (__FILE__, __LINE__) PhysicsConstraint(*((PhysicsConstraintData*)data), *((Skeleton*)skeleton)); } void spine_physics_constraint_dispose(spine_physics_constraint self) { delete (PhysicsConstraint*)self; } spine_rtti spine_physics_constraint_get_rtti(spine_physics_constraint self) { return (spine_rtti)&((PhysicsConstraint*)self)->getRTTI(); } void spine_physics_constraint_update(spine_physics_constraint self, spine_skeleton skeleton, spine_physics physics) { ((PhysicsConstraint*)self)->update(*((Skeleton*)skeleton), (Physics)physics); } void spine_physics_constraint_sort(spine_physics_constraint self, spine_skeleton skeleton) { ((PhysicsConstraint*)self)->sort(*((Skeleton*)skeleton)); } bool spine_physics_constraint_is_source_active(spine_physics_constraint self) { return ((PhysicsConstraint*)self)->isSourceActive(); } spine_physics_constraint spine_physics_constraint_copy(spine_physics_constraint self, spine_skeleton skeleton) { return (spine_physics_constraint)((PhysicsConstraint*)self)->copy(*((Skeleton*)skeleton)); } void spine_physics_constraint_reset(spine_physics_constraint self, spine_skeleton skeleton) { ((PhysicsConstraint*)self)->reset(*((Skeleton*)skeleton)); } void spine_physics_constraint_translate(spine_physics_constraint self, float x, float y) { ((PhysicsConstraint*)self)->translate(x, y); } void spine_physics_constraint_rotate(spine_physics_constraint self, float x, float y, float degrees) { ((PhysicsConstraint*)self)->rotate(x, y, degrees); } spine_bone_pose spine_physics_constraint_get_bone(spine_physics_constraint self) { return (spine_bone_pose)&((PhysicsConstraint*)self)->getBone(); } void spine_physics_constraint_set_bone(spine_physics_constraint self, spine_bone_pose bone) { ((PhysicsConstraint*)self)->setBone(*((BonePose*)bone)); } spine_physics_constraint_data spine_physics_constraint_get_data(spine_physics_constraint self) { return (spine_physics_constraint_data)&((ConstraintGeneric*)(PhysicsConstraint*)self)->getData(); } spine_physics_constraint_pose spine_physics_constraint_get_pose(spine_physics_constraint self) { return (spine_physics_constraint_pose)&((ConstraintGeneric*)(PhysicsConstraint*)self)->getPose(); } spine_physics_constraint_pose spine_physics_constraint_get_applied_pose(spine_physics_constraint self) { return (spine_physics_constraint_pose)&((ConstraintGeneric*)(PhysicsConstraint*)self)->getAppliedPose(); } void spine_physics_constraint_reset_constrained(spine_physics_constraint self) { ((ConstraintGeneric*)(PhysicsConstraint*)self)->resetConstrained(); } void spine_physics_constraint_constrained(spine_physics_constraint self) { ((ConstraintGeneric*)(PhysicsConstraint*)self)->constrained(); } bool spine_physics_constraint_is_pose_equal_to_applied(spine_physics_constraint self) { return ((ConstraintGeneric*)(PhysicsConstraint*)self)->isPoseEqualToApplied(); } bool spine_physics_constraint_is_active(spine_physics_constraint self) { return ((ConstraintGeneric*)(PhysicsConstraint*)self)->isActive(); } void spine_physics_constraint_set_active(spine_physics_constraint self, bool active) { ((ConstraintGeneric*)(PhysicsConstraint*)self)->setActive(active); } spine_rtti spine_physics_constraint_rtti(void) { return (spine_rtti)&PhysicsConstraint::rtti; }