/****************************************************************************** * 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_PathConstraint_h #define Spine_PathConstraint_h #include #include #include #include #include namespace spine { class Skeleton; class PathAttachment; class BonePose; class Slot; class Bone; class Skin; class Attachment; /// Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the /// constrained bones so they follow a PathAttachment. /// /// See https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide. class SP_API PathConstraint : public ConstraintGeneric { friend class Skeleton; friend class PathConstraintMixTimeline; friend class PathConstraintPositionTimeline; friend class PathConstraintPositionTimeline; friend class PathConstraintSpacingTimeline; RTTI_DECL public: static const float epsilon; static const int NONE, BEFORE, AFTER; PathConstraint(PathConstraintData &data, Skeleton &skeleton); PathConstraint* copy(Skeleton &skeleton); /// Applies the constraint to the constrained bones. virtual void update(Skeleton& skeleton, Physics physics) override; virtual void sort(Skeleton& skeleton) override; virtual bool isSourceActive() override; /// The bones that will be modified by this path constraint. Array &getBones(); /// The slot whose path attachment will be used to constrained the bones. Slot *getSlot(); void setSlot(Slot *slot); virtual PathConstraintData &getData() override; private: Array _bones; Slot *_slot; Array _spaces; Array _positions; Array _world; Array _curves; Array _lengths; Array _segments; Array &computeWorldPositions(Skeleton& skeleton, PathAttachment &path, int spacesCount, bool tangents); void addBeforePosition(float p, Array &temp, int i, Array &output, int o); void addAfterPosition(float p, Array &temp, int i, Array &output, int o); void addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, Array &output, int o, bool tangents); void sortPathSlot(Skeleton& skeleton, Skin& skin, int slotIndex, Bone& slotBone); void sortPath(Skeleton& skeleton, Attachment* attachment, Bone& slotBone); }; } #endif /* Spine_PathConstraint_h */