#include "ik_constraint.h" #include using namespace spine; spine_ik_constraint spine_ik_constraint_create(spine_ik_constraint_data data, spine_skeleton skeleton) { return (spine_ik_constraint) new (__FILE__, __LINE__) IkConstraint(*((IkConstraintData *) data), *((Skeleton *) skeleton)); } void spine_ik_constraint_dispose(spine_ik_constraint self) { delete (IkConstraint *) self; } spine_rtti spine_ik_constraint_get_rtti(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return (spine_rtti) &_self->getRTTI(); } spine_ik_constraint spine_ik_constraint_copy(spine_ik_constraint self, spine_skeleton skeleton) { IkConstraint *_self = (IkConstraint *) self; return (spine_ik_constraint) &_self->copy(*((Skeleton *) skeleton)); } void spine_ik_constraint_update(spine_ik_constraint self, spine_skeleton skeleton, spine_physics physics) { IkConstraint *_self = (IkConstraint *) self; _self->update(*((Skeleton *) skeleton), (Physics) physics); } void spine_ik_constraint_sort(spine_ik_constraint self, spine_skeleton skeleton) { IkConstraint *_self = (IkConstraint *) self; _self->sort(*((Skeleton *) skeleton)); } bool spine_ik_constraint_is_source_active(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return _self->isSourceActive(); } spine_array_bone_pose spine_ik_constraint_get_bones(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return (spine_array_bone_pose) &_self->getBones(); } spine_bone spine_ik_constraint_get_target(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return (spine_bone) &_self->getTarget(); } void spine_ik_constraint_set_target(spine_ik_constraint self, spine_bone inValue) { IkConstraint *_self = (IkConstraint *) self; _self->setTarget(*((Bone *) inValue)); } void spine_ik_constraint_apply_1(spine_skeleton skeleton, spine_bone_pose bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix) { IkConstraint::apply(*((Skeleton *) skeleton), *((BonePose *) bone), targetX, targetY, compress, stretch, uniform, mix); } void spine_ik_constraint_apply_2(spine_skeleton skeleton, spine_bone_pose parent, spine_bone_pose child, float targetX, float targetY, int bendDirection, bool stretch, bool uniform, float softness, float mix) { IkConstraint::apply(*((Skeleton *) skeleton), *((BonePose *) parent), *((BonePose *) child), targetX, targetY, bendDirection, stretch, uniform, softness, mix); } spine_ik_constraint_data spine_ik_constraint_get_data(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return (spine_ik_constraint_data) &_self->getData(); } spine_ik_constraint_pose spine_ik_constraint_get_pose(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return (spine_ik_constraint_pose) &_self->getPose(); } spine_ik_constraint_pose spine_ik_constraint_get_applied_pose(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return (spine_ik_constraint_pose) &_self->getAppliedPose(); } void spine_ik_constraint_reset_constrained(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; _self->resetConstrained(); } void spine_ik_constraint_constrained(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; _self->constrained(); } bool spine_ik_constraint_is_pose_equal_to_applied(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return _self->isPoseEqualToApplied(); } bool spine_ik_constraint_is_active(spine_ik_constraint self) { IkConstraint *_self = (IkConstraint *) self; return _self->isActive(); } void spine_ik_constraint_set_active(spine_ik_constraint self, bool active) { IkConstraint *_self = (IkConstraint *) self; _self->setActive(active); } spine_rtti spine_ik_constraint_rtti(void) { return (spine_rtti) &IkConstraint::rtti; }