// // 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. // // AUTO GENERATED FILE, DO NOT EDIT. import 'package:universal_ffi/ffi.dart'; import 'spine_dart_bindings_generated.dart'; import '../spine_bindings.dart'; import 'bone_pose.dart'; import 'physics_constraint_base.dart'; import 'physics_constraint_data.dart'; import 'skeleton.dart'; /// PhysicsConstraint wrapper class PhysicsConstraint extends PhysicsConstraintBase { final Pointer _ptr; PhysicsConstraint.fromPointer(this._ptr) : super.fromPointer(SpineBindings.bindings.spine_physics_constraint_cast_to_physics_constraint_base(_ptr)); /// Get the native pointer for FFI calls @override Pointer get nativePtr => _ptr; factory PhysicsConstraint(PhysicsConstraintData data, Skeleton skeleton) { final ptr = SpineBindings.bindings.spine_physics_constraint_create(data.nativePtr.cast(), skeleton.nativePtr.cast()); return PhysicsConstraint.fromPointer(ptr); } @override void dispose() { SpineBindings.bindings.spine_physics_constraint_dispose(_ptr); } PhysicsConstraint copy(Skeleton skeleton) { final result = SpineBindings.bindings.spine_physics_constraint_copy(_ptr, skeleton.nativePtr.cast()); return PhysicsConstraint.fromPointer(result); } void reset(Skeleton skeleton) { SpineBindings.bindings.spine_physics_constraint_reset(_ptr, skeleton.nativePtr.cast()); } /// Translates the physics constraint so next update() forces are applied as /// if the bone moved an additional amount in world space. void translate(double x, double y) { SpineBindings.bindings.spine_physics_constraint_translate(_ptr, x, 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(double x, double y, double degrees) { SpineBindings.bindings.spine_physics_constraint_rotate(_ptr, x, y, degrees); } /// The bone constrained by this physics constraint. BonePose get bone { final result = SpineBindings.bindings.spine_physics_constraint_get_bone(_ptr); return BonePose.fromPointer(result); } set bone(BonePose value) { SpineBindings.bindings.spine_physics_constraint_set_bone(_ptr, value.nativePtr.cast()); } }