badlogic b64da9b637 [cpp] Introduce base classes for constraints without SP_API, from which concrete clsases derrive
MSVC issue. SP_API can't be used on classes with methods inherited from templated classes like ConstraintGeneric::getData(). we need an intermediate class that gets the method instantiation, and derrive from that instead.
2025-09-10 15:01:29 +02:00

92 lines
3.5 KiB
C++

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#ifndef Spine_IkConstraint_h
#define Spine_IkConstraint_h
#include <spine/Constraint.h>
#include <spine/ConstraintData.h>
#include <spine/IkConstraintData.h>
#include <spine/IkConstraintPose.h>
#include <spine/Array.h>
namespace spine {
class Skeleton;
class Bone;
class BonePose;
// Non-exported base class that inherits from the template
class IkConstraintBase : public ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose> {
public:
IkConstraintBase(IkConstraintData &data) : ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose>(data) {
}
};
class SP_API IkConstraint : public IkConstraintBase {
friend class Skeleton;
friend class IkConstraintTimeline;
RTTI_DECL
public:
IkConstraint(IkConstraintData &data, Skeleton &skeleton);
virtual IkConstraint &copy(Skeleton &skeleton);
virtual void update(Skeleton &skeleton, Physics physics) override;
virtual void sort(Skeleton &skeleton) override;
virtual bool isSourceActive() override;
Array<BonePose *> &getBones();
Bone &getTarget();
void setTarget(Bone &inValue);
/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
/// in the world coordinate system.
static void apply(Skeleton &skeleton, BonePose &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix);
/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
/// possible. The target is specified in the world coordinate system.
/// @param child A direct descendant of the parent bone.
static void apply(Skeleton &skeleton, BonePose &parent, BonePose &child, float targetX, float targetY, int bendDirection, bool stretch,
bool uniform, float softness, float mix);
private:
Array<BonePose *> _bones;
Bone *_target;
};
}
#endif /* Spine_IkConstraint_h */