/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ #pragma once #include "SpineCommon.h" #include "SpinePhysicsConstraintData.h" #include "SpineBone.h" #include class SpinePhysicsConstraint : public SpineSpriteOwnedObject { GDCLASS(SpinePhysicsConstraint, SpineObjectWrapper) protected: static void _bind_methods(); public: void update(SpineConstant::Physics physics); Ref get_data(); Ref get_bone(); void set_bone(Ref v); void set_inertia(float value); float get_inertia(); void set_strength(float value); float get_strength(); void set_damping(float value); float get_damping(); void set_mass_inverse(float value); float get_mass_inverse(); void set_wind(float value); float get_wind(); void set_gravity(float value); float get_gravity(); void set_mix(float value); float get_mix(); void set_reset(bool value); bool get_reset(); void set_ux(float value); float get_ux(); void set_uy(float value); float get_uy(); void set_cx(float value); float get_cx(); void set_cy(float value); float get_cy(); void set_tx(float value); float get_tx(); void set_ty(float value); float get_ty(); void set_x_offset(float value); float get_x_offset(); void set_x_velocity(float value); float get_x_velocity(); void set_y_offset(float value); float get_y_offset(); void set_y_velocity(float value); float get_y_velocity(); void set_rotate_offset(float value); float get_rotate_offset(); void set_rotate_velocity(float value); float get_rotate_velocity(); void set_scale_offset(float value); float get_scale_offset(); void set_scale_velocity(float value); float get_scale_velocity(); void set_active(bool value); bool is_active(); void set_remaining(float value); float get_remaining(); void set_last_Time(float value); float get_last_Time(); void reset(); void translate(float x, float y); void rotate(float x, float y, float degrees); };