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

228 lines
9.7 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 applied pose for a bone. This is the Bone pose with constraints applied and the world
/// transform computed by Skeleton::updateWorldTransform(Physics).
@objc(SpineBonePose)
@objcMembers
public class BonePose: BoneLocal, Update {
@nonobjc
public init(fromPointer ptr: spine_bone_pose) {
super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_bone_local_wrapper.self))
}
public convenience init() {
let ptr = spine_bone_pose_create()
self.init(fromPointer: ptr!)
}
public var rtti: Rtti {
let result = spine_bone_pose_get_rtti(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return Rtti(fromPointer: result!)
}
/// Part of the world transform matrix for the X axis. If changed, updateLocalTransform() should
/// be called.
public var a: Float {
get {
let result = spine_bone_pose_get_a(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
set {
spine_bone_pose_set_a(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), newValue)
}
}
/// Part of the world transform matrix for the Y axis. If changed, updateLocalTransform() should
/// be called.
public var b: Float {
get {
let result = spine_bone_pose_get_b(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
set {
spine_bone_pose_set_b(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), newValue)
}
}
/// Part of the world transform matrix for the X axis. If changed, updateLocalTransform() should
/// be called.
public var c: Float {
get {
let result = spine_bone_pose_get_c(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
set {
spine_bone_pose_set_c(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), newValue)
}
}
/// Part of the world transform matrix for the Y axis. If changed, updateLocalTransform() should
/// be called.
public var d: Float {
get {
let result = spine_bone_pose_get_d(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
set {
spine_bone_pose_set_d(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), newValue)
}
}
/// The world X position. If changed, updateLocalTransform() should be called.
public var worldX: Float {
get {
let result = spine_bone_pose_get_world_x(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
set {
spine_bone_pose_set_world_x(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), newValue)
}
}
/// The world Y position. If changed, updateLocalTransform() should be called.
public var worldY: Float {
get {
let result = spine_bone_pose_get_world_y(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
set {
spine_bone_pose_set_world_y(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), newValue)
}
}
/// The world rotation for the X axis, calculated using a and c.
public var worldRotationX: Float {
let result = spine_bone_pose_get_world_rotation_x(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
/// The world rotation for the Y axis, calculated using b and d.
public var worldRotationY: Float {
let result = spine_bone_pose_get_world_rotation_y(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
/// The magnitude (always positive) of the world scale X, calculated using a and c.
public var worldScaleX: Float {
let result = spine_bone_pose_get_world_scale_x(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
/// The magnitude (always positive) of the world scale Y, calculated using b and d.
public var worldScaleY: Float {
let result = spine_bone_pose_get_world_scale_y(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
return result
}
/// Called by Skeleton::updateCache() to compute the world transform, if needed.
public func update(_ skeleton: Skeleton, _ physics: Physics) {
spine_bone_pose_update(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self),
spine_physics(rawValue: UInt32(physics.rawValue)))
}
/// Computes the world transform using the parent bone's applied pose and this pose. Child bones
/// are not updated.
///
/// See World transforms in the Spine Runtimes Guide.
public func updateWorldTransform(_ skeleton: Skeleton) {
spine_bone_pose_update_world_transform(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self))
}
/// Computes the local transform values from the world transform.
///
/// If the world transform is modified (by a constraint, rotateWorld(), etc) then this method
/// should be called so the local transform matches the world transform. The local transform may
/// be needed by other code (eg to apply another constraint).
///
/// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180
/// rotation. The local transform after calling this method is equivalent to the local transform
/// used to compute the world transform, but may not be identical.
public func updateLocalTransform(_ skeleton: Skeleton) {
spine_bone_pose_update_local_transform(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self))
}
/// If the world transform has been modified and the local transform no longer matches,
/// updateLocalTransform() is called.
public func validateLocalTransform(_ skeleton: Skeleton) {
spine_bone_pose_validate_local_transform(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self))
}
public func modifyLocal(_ skeleton: Skeleton) {
spine_bone_pose_modify_local(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self))
}
public func modifyWorld(_ update: Int32) {
spine_bone_pose_modify_world(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), update)
}
public func resetWorld(_ update: Int32) {
spine_bone_pose_reset_world(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), update)
}
/// Transforms a world rotation to a local rotation.
public func worldToLocalRotation(_ worldRotation: Float) -> Float {
let result = spine_bone_pose_world_to_local_rotation(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), worldRotation)
return result
}
/// Transforms a local rotation to a world rotation.
public func localToWorldRotation(_ localRotation: Float) -> Float {
let result = spine_bone_pose_local_to_world_rotation(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), localRotation)
return result
}
/// Rotates the world transform the specified amount.
///
/// After changes are made to the world transform, updateLocalTransform() should be called on
/// this bone and any child bones, recursively.
public func rotateWorld(_ degrees: Float) {
spine_bone_pose_rotate_world(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), degrees)
}
public static func rttiStatic() -> Rtti {
let result = spine_bone_pose_rtti()
return Rtti(fromPointer: result!)
}
public override func dispose() {
spine_bone_pose_dispose(_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self))
}
}