/****************************************************************************** * 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. *****************************************************************************/ #include "SpinePhysicsConstraint.h" #include "SpinePhysicsConstraintPose.h" #include "SpineCommon.h" #include "SpineSprite.h" void SpinePhysicsConstraint::_bind_methods() { ClassDB::bind_method(D_METHOD("update", "skeleton", "physics"), &SpinePhysicsConstraint::update); ClassDB::bind_method(D_METHOD("get_data"), &SpinePhysicsConstraint::get_data); ClassDB::bind_method(D_METHOD("get_bone"), &SpinePhysicsConstraint::get_bone); ClassDB::bind_method(D_METHOD("set_bone", "v"), &SpinePhysicsConstraint::set_bone); ClassDB::bind_method(D_METHOD("get_pose"), &SpinePhysicsConstraint::get_pose); ClassDB::bind_method(D_METHOD("get_applied_pose"), &SpinePhysicsConstraint::get_applied_pose); ClassDB::bind_method(D_METHOD("reset", "skeleton"), &SpinePhysicsConstraint::reset); ClassDB::bind_method(D_METHOD("translate", "x", "y"), &SpinePhysicsConstraint::translate); ClassDB::bind_method(D_METHOD("rotate", "x", "y", "degrees"), &SpinePhysicsConstraint::rotate); } void SpinePhysicsConstraint::update(Ref skeleton, SpineConstant::Physics physics) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->update(*skeleton->get_spine_object(), (spine::Physics) physics); } Ref SpinePhysicsConstraint::get_data() { SPINE_CHECK(get_spine_object(), nullptr) auto &data = get_spine_object()->getData(); Ref data_ref(memnew(SpinePhysicsConstraintData)); data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &data); return data_ref; } Ref SpinePhysicsConstraint::get_bone() { SPINE_CHECK(get_spine_object(), nullptr) auto target = &get_spine_object()->getBone(); if (!target) return nullptr; Ref target_ref(memnew(SpineBonePose)); target_ref->set_spine_object(get_spine_owner(), target); return target_ref; } void SpinePhysicsConstraint::set_bone(Ref v) { SPINE_CHECK(get_spine_object(), ) if (v.is_valid() && v->get_spine_object()) { get_spine_object()->setBone(*v->get_spine_object()); } } Ref SpinePhysicsConstraint::get_pose() { SPINE_CHECK(get_spine_object(), nullptr) auto &pose = get_spine_object()->getPose(); Ref pose_ref(memnew(SpinePhysicsConstraintPose)); pose_ref->set_spine_object(get_spine_owner(), &pose); return pose_ref; } Ref SpinePhysicsConstraint::get_applied_pose() { SPINE_CHECK(get_spine_object(), nullptr) auto &pose = get_spine_object()->getAppliedPose(); Ref pose_ref(memnew(SpinePhysicsConstraintPose)); pose_ref->set_spine_object(get_spine_owner(), &pose); return pose_ref; } void SpinePhysicsConstraint::reset(Ref skeleton) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->reset(*skeleton->get_spine_object()); } void SpinePhysicsConstraint::translate(float x, float y) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->translate(x, y); } void SpinePhysicsConstraint::rotate(float x, float y, float degrees) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->rotate(x, y, degrees); }