// // 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 'rtti.dart'; import 'bone_local.dart'; import 'physics.dart'; import 'skeleton.dart'; import 'update.dart'; /// The applied pose for a bone. This is the Bone pose with constraints applied /// and the world transform computed by Skeleton::updateWorldTransform(Physics). class BonePose extends BoneLocal implements Update { final Pointer _ptr; BonePose.fromPointer(this._ptr) : super.fromPointer(SpineBindings.bindings.spine_bone_pose_cast_to_bone_local(_ptr)); /// Get the native pointer for FFI calls @override Pointer get nativePtr => _ptr; factory BonePose() { final ptr = SpineBindings.bindings.spine_bone_pose_create(); return BonePose.fromPointer(ptr); } @override void dispose() { SpineBindings.bindings.spine_bone_pose_dispose(_ptr); } @override Rtti get rtti { final result = SpineBindings.bindings.spine_bone_pose_get_rtti(_ptr); return Rtti.fromPointer(result); } /// Called by Skeleton::updateCache() to compute the world transform, if /// needed. @override void update(Skeleton skeleton, Physics physics) { SpineBindings.bindings.spine_bone_pose_update(_ptr, skeleton.nativePtr.cast(), physics.value); } /// Computes the world transform using the parent bone's applied pose and this /// pose. Child bones are not updated. /// /// See World transforms in the Spine Runtimes Guide. void updateWorldTransform(Skeleton skeleton) { SpineBindings.bindings.spine_bone_pose_update_world_transform(_ptr, skeleton.nativePtr.cast()); } /// Computes the local transform values from the world transform. /// /// If the world transform is modified (by a constraint, rotateWorld(), etc) /// then this method should be called so the local transform matches the world /// transform. The local transform may be needed by other code (eg to apply /// another constraint). /// /// Some information is ambiguous in the world transform, such as -1,-1 scale /// versus 180 rotation. The local transform after calling this method is /// equivalent to the local transform used to compute the world transform, but /// may not be identical. void updateLocalTransform(Skeleton skeleton) { SpineBindings.bindings.spine_bone_pose_update_local_transform(_ptr, skeleton.nativePtr.cast()); } /// If the world transform has been modified and the local transform no longer /// matches, updateLocalTransform() is called. void validateLocalTransform(Skeleton skeleton) { SpineBindings.bindings.spine_bone_pose_validate_local_transform(_ptr, skeleton.nativePtr.cast()); } void modifyLocal(Skeleton skeleton) { SpineBindings.bindings.spine_bone_pose_modify_local(_ptr, skeleton.nativePtr.cast()); } void modifyWorld(int update) { SpineBindings.bindings.spine_bone_pose_modify_world(_ptr, update); } void resetWorld(int update) { SpineBindings.bindings.spine_bone_pose_reset_world(_ptr, update); } /// Part of the world transform matrix for the X axis. If changed, /// updateLocalTransform() should be called. double get a { final result = SpineBindings.bindings.spine_bone_pose_get_a(_ptr); return result; } set a(double value) { SpineBindings.bindings.spine_bone_pose_set_a(_ptr, value); } /// Part of the world transform matrix for the Y axis. If changed, /// updateLocalTransform() should be called. double get b { final result = SpineBindings.bindings.spine_bone_pose_get_b(_ptr); return result; } set b(double value) { SpineBindings.bindings.spine_bone_pose_set_b(_ptr, value); } /// Part of the world transform matrix for the X axis. If changed, /// updateLocalTransform() should be called. double get c { final result = SpineBindings.bindings.spine_bone_pose_get_c(_ptr); return result; } set c(double value) { SpineBindings.bindings.spine_bone_pose_set_c(_ptr, value); } /// Part of the world transform matrix for the Y axis. If changed, /// updateLocalTransform() should be called. double get d { final result = SpineBindings.bindings.spine_bone_pose_get_d(_ptr); return result; } set d(double value) { SpineBindings.bindings.spine_bone_pose_set_d(_ptr, value); } /// The world X position. If changed, updateLocalTransform() should be called. double get worldX { final result = SpineBindings.bindings.spine_bone_pose_get_world_x(_ptr); return result; } set worldX(double value) { SpineBindings.bindings.spine_bone_pose_set_world_x(_ptr, value); } /// The world Y position. If changed, updateLocalTransform() should be called. double get worldY { final result = SpineBindings.bindings.spine_bone_pose_get_world_y(_ptr); return result; } set worldY(double value) { SpineBindings.bindings.spine_bone_pose_set_world_y(_ptr, value); } /// The world rotation for the X axis, calculated using a and c. double get worldRotationX { final result = SpineBindings.bindings.spine_bone_pose_get_world_rotation_x(_ptr); return result; } /// The world rotation for the Y axis, calculated using b and d. double get worldRotationY { final result = SpineBindings.bindings.spine_bone_pose_get_world_rotation_y(_ptr); return result; } /// The magnitude (always positive) of the world scale X, calculated using a /// and c. double get worldScaleX { final result = SpineBindings.bindings.spine_bone_pose_get_world_scale_x(_ptr); return result; } /// The magnitude (always positive) of the world scale Y, calculated using b /// and d. double get worldScaleY { final result = SpineBindings.bindings.spine_bone_pose_get_world_scale_y(_ptr); return result; } /// Transforms a world rotation to a local rotation. double worldToLocalRotation(double worldRotation) { final result = SpineBindings.bindings.spine_bone_pose_world_to_local_rotation(_ptr, worldRotation); return result; } /// Transforms a local rotation to a world rotation. double localToWorldRotation(double localRotation) { final result = SpineBindings.bindings.spine_bone_pose_local_to_world_rotation(_ptr, localRotation); return result; } /// Rotates the world transform the specified amount. /// /// After changes are made to the world transform, updateLocalTransform() /// should be called on this bone and any child bones, recursively. void rotateWorld(double degrees) { SpineBindings.bindings.spine_bone_pose_rotate_world(_ptr, degrees); } static Rtti rttiStatic() { final result = SpineBindings.bindings.spine_bone_pose_rtti(); return Rtti.fromPointer(result); } }