Mario Zechner 4200024fbb Formatting
2025-10-29 14:59:01 +01:00

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5.3 KiB
Swift

//
// 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
/// The current pose for a bone, before constraints are applied.
///
/// A bone has a local transform which is used to compute its world transform. A bone also has an
/// applied transform, which is a local transform that can be applied to compute the world
/// transform. The local transform and applied transform may differ if a constraint or application
/// code modifies the world transform after it was computed from the local transform.
@objc(SpineBone)
@objcMembers
public class Bone: PosedActive, Posed, Update {
@nonobjc
public init(fromPointer ptr: spine_bone) {
super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_posed_active_wrapper.self))
}
/// - Parameter parent: May be NULL.
public convenience init(_ data: BoneData, _ parent: Bone?) {
let ptr = spine_bone_create(
data._ptr.assumingMemoryBound(to: spine_bone_data_wrapper.self), parent?._ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
self.init(fromPointer: ptr!)
}
/// Copy constructor. Does not copy the children bones.
public static func from(_ bone: Bone, _ parent: Bone?) -> Bone {
let ptr = spine_bone_create2(
bone._ptr.assumingMemoryBound(to: spine_bone_wrapper.self), parent?._ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return Bone(fromPointer: ptr!)
}
public var rtti: Rtti {
let result = spine_bone_get_rtti(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return Rtti(fromPointer: result!)
}
/// The parent bone, or null if this is the root bone.
public var parent: Bone? {
let result = spine_bone_get_parent(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return result.map { Bone(fromPointer: $0) }
}
/// The immediate children of this bone.
public var children: ArrayBone {
let result = spine_bone_get_children(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return ArrayBone(fromPointer: result!)
}
/// The constraint's setup pose data.
public var data: BoneData {
let result = spine_bone_get_data(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return BoneData(fromPointer: result!)
}
public var pose: BoneLocal {
let result = spine_bone_get_pose(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return BoneLocal(fromPointer: result!)
}
public var appliedPose: BonePose {
let result = spine_bone_get_applied_pose(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return BonePose(fromPointer: result!)
}
public var isPoseEqualToApplied: Bool {
let result = spine_bone_is_pose_equal_to_applied(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
return result
}
public static func isYDown() -> Bool {
let result = spine_bone_is_y_down()
return result
}
public static func setYDown(_ value: Bool) {
spine_bone_set_y_down(value)
}
public func update(_ skeleton: Skeleton, _ physics: Physics) {
spine_bone_update(
_ptr.assumingMemoryBound(to: spine_bone_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self),
spine_physics(rawValue: UInt32(physics.rawValue)))
}
public func resetConstrained() {
spine_bone_reset_constrained(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
}
public func constrained() {
spine_bone_constrained(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
}
public static func rttiStatic() -> Rtti {
let result = spine_bone_rtti()
return Rtti(fromPointer: result!)
}
public override func dispose() {
spine_bone_dispose(_ptr.assumingMemoryBound(to: spine_bone_wrapper.self))
}
}