// // 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 Foundation import SpineC /// PhysicsConstraint wrapper @objc(SpinePhysicsConstraint) @objcMembers public class PhysicsConstraint: PhysicsConstraintBase { @nonobjc public init(fromPointer ptr: spine_physics_constraint) { super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_physics_constraint_base_wrapper.self)) } public convenience init(_ data: PhysicsConstraintData, _ skeleton: Skeleton) { let ptr = spine_physics_constraint_create( data._ptr.assumingMemoryBound(to: spine_physics_constraint_data_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) self.init(fromPointer: ptr!) } /// The bone constrained by this physics constraint. public var bone: BonePose { get { let result = spine_physics_constraint_get_bone(_ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self)) return BonePose(fromPointer: result!) } set { spine_physics_constraint_set_bone( _ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self), newValue._ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self)) } } public func copyAttachment(_ skeleton: Skeleton) -> PhysicsConstraint { let result = spine_physics_constraint_copy( _ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) return PhysicsConstraint(fromPointer: result!) } public func reset(_ skeleton: Skeleton) { spine_physics_constraint_reset( _ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self)) } /// Translates the physics constraint so next update() forces are applied as if the bone moved /// an additional amount in world space. public func translate(_ x: Float, _ y: Float) { spine_physics_constraint_translate(_ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self), x, y) } /// Rotates the physics constraint so next update() forces are applied as if the bone rotated /// around the specified point in world space. public func rotate(_ x: Float, _ y: Float, _ degrees: Float) { spine_physics_constraint_rotate(_ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self), x, y, degrees) } public override func dispose() { spine_physics_constraint_dispose(_ptr.assumingMemoryBound(to: spine_physics_constraint_wrapper.self)) } }