/****************************************************************************** * 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_TransformConstraint_h #define Spine_TransformConstraint_h #include #include #include #include namespace spine { class Skeleton; class Bone; class BonePose; // Non-exported base class that inherits from the template class TransformConstraintBase : public ConstraintGeneric { public: TransformConstraintBase(TransformConstraintData &data) : ConstraintGeneric(data) { } }; class SP_API TransformConstraint : public TransformConstraintBase { friend class Skeleton; friend class TransformConstraintTimeline; public: RTTI_DECL TransformConstraint(TransformConstraintData &data, Skeleton &skeleton); virtual TransformConstraint ©(Skeleton &skeleton); /// Applies the constraint to the constrained bones. void update(Skeleton &skeleton, Physics physics) override; void sort(Skeleton &skeleton) override; bool isSourceActive() override; /// The bones that will be modified by this transform constraint. Array &getBones(); /// The bone whose world transform will be copied to the constrained bones. Bone &getSource(); void setSource(Bone &source); private: Array _bones; Bone *_source; }; } #endif /* Spine_TransformConstraint_h */