// // 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 /// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its /// polygon. The polygon vertices are provided along with convenience methods for doing hit /// detection. @objc(SpineSkeletonBounds) @objcMembers public class SkeletonBounds: NSObject { public let _ptr: UnsafeMutableRawPointer public init(fromPointer ptr: spine_skeleton_bounds) { self._ptr = UnsafeMutableRawPointer(ptr) super.init() } public override convenience init() { let ptr = spine_skeleton_bounds_create() self.init(fromPointer: ptr!) } /// Returns all polygons or an empty array. Requires a call to update() first. public var polygons: ArrayPolygon { let result = spine_skeleton_bounds_get_polygons(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return ArrayPolygon(fromPointer: result!) } /// Returns all bounding boxes. Requires a call to update() first. public var boundingBoxes: ArrayBoundingBoxAttachment { let result = spine_skeleton_bounds_get_bounding_boxes(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return ArrayBoundingBoxAttachment(fromPointer: result!) } /// The left edge of the axis aligned bounding box. public var minX: Float { let result = spine_skeleton_bounds_get_min_x(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// The bottom edge of the axis aligned bounding box. public var minY: Float { let result = spine_skeleton_bounds_get_min_y(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// The right edge of the axis aligned bounding box. public var maxX: Float { let result = spine_skeleton_bounds_get_max_x(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// The top edge of the axis aligned bounding box. public var maxY: Float { let result = spine_skeleton_bounds_get_max_y(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// The width of the axis aligned bounding box. public var width: Float { let result = spine_skeleton_bounds_get_width(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// The height of the axis aligned bounding box. public var height: Float { let result = spine_skeleton_bounds_get_height(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// Clears any previous polygons, finds all visible bounding box attachments, and computes the /// world vertices for each bounding box's polygon. /// /// - Parameter skeleton: The skeleton. /// - Parameter updateAabb: If true, the axis aligned bounding box containing all the polygons is computed. If false, the SkeletonBounds AABB methods will always return true. public func update(_ skeleton: Skeleton, _ updateAabb: Bool) { spine_skeleton_bounds_update( _ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), updateAabb) } /// Returns true if the axis aligned bounding box contains the point. public func aabbContainsPoint(_ x: Float, _ y: Float) -> Bool { let result = spine_skeleton_bounds_aabb_contains_point(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), x, y) return result } /// Returns true if the axis aligned bounding box intersects the line segment. public func aabbIntersectsSegment(_ x1: Float, _ y1: Float, _ x2: Float, _ y2: Float) -> Bool { let result = spine_skeleton_bounds_aabb_intersects_segment(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), x1, y1, x2, y2) return result } /// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of /// the specified bounds. public func aabbIntersectsSkeleton(_ bounds: SkeletonBounds) -> Bool { let result = spine_skeleton_bounds_aabb_intersects_skeleton( _ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), bounds._ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) return result } /// Returns the polygon for the given bounding box attachment or null if no polygon can be found /// for the attachment. Requires a call to update() first. public func getPolygon(_ attachment: BoundingBoxAttachment?) -> Polygon? { let result = spine_skeleton_bounds_get_polygon( _ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), attachment?._ptr.assumingMemoryBound(to: spine_bounding_box_attachment_wrapper.self)) return result.map { Polygon(fromPointer: $0) } } /// Returns the bounding box for the given polygon or null. Requires a call to update() first. public func getBoundingBox(_ polygon: Polygon?) -> BoundingBoxAttachment? { let result = spine_skeleton_bounds_get_bounding_box( _ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), polygon?._ptr.assumingMemoryBound(to: spine_polygon_wrapper.self)) return result.map { BoundingBoxAttachment(fromPointer: $0) } } /// Returns true if the polygon contains the point. public func containsPoint(_ polygon: Polygon, _ x: Float, _ y: Float) -> Bool { let result = spine_skeleton_bounds_contains_point_1( _ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), polygon._ptr.assumingMemoryBound(to: spine_polygon_wrapper.self), x, y) return result } /// Returns the first bounding box attachment that contains the point, or null. When doing many /// checks, it is usually more efficient to only call this method if aabbContainsPoint(float, /// float) returns true. public func containsPoint2(_ x: Float, _ y: Float) -> BoundingBoxAttachment? { let result = spine_skeleton_bounds_contains_point_2(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), x, y) return result.map { BoundingBoxAttachment(fromPointer: $0) } } /// Returns the first bounding box attachment that contains any part of the line segment, or /// null. When doing many checks, it is usually more efficient to only call this method if /// aabbIntersectsSegment(float, float, float, float) returns true. public func intersectsSegment(_ x1: Float, _ y1: Float, _ x2: Float, _ y2: Float) -> BoundingBoxAttachment? { let result = spine_skeleton_bounds_intersects_segment_1(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), x1, y1, x2, y2) return result.map { BoundingBoxAttachment(fromPointer: $0) } } /// Returns true if the polygon contains any part of the line segment. public func intersectsSegment2(_ polygon: Polygon, _ x1: Float, _ y1: Float, _ x2: Float, _ y2: Float) -> Bool { let result = spine_skeleton_bounds_intersects_segment_2( _ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self), polygon._ptr.assumingMemoryBound(to: spine_polygon_wrapper.self), x1, y1, x2, y2) return result } public func dispose() { spine_skeleton_bounds_dispose(_ptr.assumingMemoryBound(to: spine_skeleton_bounds_wrapper.self)) } }