/****************************************************************************** * 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_PhysicsConstraint_h #define Spine_PhysicsConstraint_h #include #include #include #include #include namespace spine { class Skeleton; class BonePose; class PhysicsConstraintPose; /// Stores the current pose for a physics constraint. A physics constraint applies physics to bones. /// /// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide. class SP_API PhysicsConstraint : public ConstraintGeneric { friend class Skeleton; friend class PhysicsConstraintTimeline; friend class PhysicsConstraintInertiaTimeline; friend class PhysicsConstraintStrengthTimeline; friend class PhysicsConstraintDampingTimeline; friend class PhysicsConstraintMassTimeline; friend class PhysicsConstraintWindTimeline; friend class PhysicsConstraintGravityTimeline; friend class PhysicsConstraintMixTimeline; friend class PhysicsConstraintResetTimeline; public: RTTI_DECL PhysicsConstraint(PhysicsConstraintData &data, Skeleton &skeleton); void update(Skeleton &skeleton, Physics physics) override; void sort(Skeleton &skeleton) override; bool isSourceActive() override; PhysicsConstraint ©(Skeleton &skeleton); void reset(Skeleton &skeleton); /// Translates the physics constraint so next update() forces are applied as if the bone moved an additional amount in world space. void translate(float x, float y); /// Rotates the physics constraint so next update() forces are applied as if the bone rotated around the specified point in world space. void rotate(float x, float y, float degrees); /// The bone constrained by this physics constraint. BonePose &getBone(); void setBone(BonePose &bone); private: BonePose *_bone; bool _reset; float _ux, _uy, _cx, _cy, _tx, _ty; float _xOffset, _xLag, _xVelocity; float _yOffset, _yLag, _yVelocity; float _rotateOffset, _rotateLag, _rotateVelocity; float _scaleOffset, _scaleLag, _scaleVelocity; float _remaining, _lastTime; }; } #endif /* Spine_PhysicsConstraint_h */