spine-runtimes/spine-cpp/include/spine/TransformConstraintData.h
Mario Zechner 429ed9dd3b [tests] Complete C++ SkeletonSerializer auto-generation from Java
- Implement comprehensive C++ serializer generator (tests/generate-cpp-serializer.ts)
- Direct transformation of Java SkeletonSerializer to C++ header-only implementation
- Handle all C++-specific API differences:
  * Field access patterns (obj.field → obj->field, private fields → obj->_field)
  * Null check removal for reference-returning methods (getBones, getEdges)
  * Nested array null check elimination (getVertices, getDrawOrders)
  * Enum serialization via switch statements replacing .name() calls
  * Custom function replacement system for C++-specific implementations
- Add specialized C++ implementations:
  * writeColor: handle public Color fields (r,g,b,a without underscore)
  * writeSkin: iterate AttachmentMap::Entries and call writeSkinEntry
  * writeSkinEntry: handle AttachmentMap::Entry instead of Java SkinEntry
- Auto-generate both pointer and reference versions of all write methods
- Create JsonWriter.h as header-only port of Java JsonWriter
- Update HeadlessTest.cpp to use generated SkeletonSerializer
- Add comprehensive type analysis and enum mapping from analysis-result.json
- Implement exclusion system for filtering unwanted types/methods
- Fix Java generator nested array null checks that were incorrectly hardcoded

Generated C++ serializer produces identical JSON output to Java reference implementation.
2025-07-13 02:06:44 +02:00

295 lines
8.9 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
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*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
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#ifndef Spine_TransformConstraintData_h
#define Spine_TransformConstraintData_h
#include <spine/ConstraintData.h>
#include <spine/PosedData.h>
#include <spine/Array.h>
#include <spine/TransformConstraintPose.h>
namespace spine {
class BoneData;
class TransformConstraint;
class BonePose;
class TransformConstraintPose;
class FromProperty;
class ToProperty;
/// Source property for a TransformConstraint.
class SP_API FromProperty : public SpineObject {
friend class SkeletonBinary;
public:
RTTI_DECL_NOPARENT
/// The value of this property that corresponds to ToProperty offset.
float _offset;
/// Constrained properties.
Array<ToProperty*> _to;
FromProperty();
virtual ~FromProperty();
/// Reads this property from the specified bone.
virtual float value(Skeleton& skeleton, BonePose& source, bool local, float* offsets) = 0;
};
/// Constrained property for a TransformConstraint.
class SP_API ToProperty : public SpineObject {
friend class SkeletonBinary;
public:
RTTI_DECL_NOPARENT
/// The value of this property that corresponds to FromProperty offset.
float _offset;
/// The maximum value of this property when clamped.
float _max;
/// The scale of the FromProperty value in relation to this property.
float _scale;
ToProperty();
virtual ~ToProperty();
/// Reads the mix for this property from the specified pose.
virtual float mix(TransformConstraintPose& pose) = 0;
/// Applies the value to this property.
virtual void apply(Skeleton& skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) = 0;
};
class SP_API FromRotate : public FromProperty {
public:
RTTI_DECL
FromRotate() : FromProperty() {}
~FromRotate() {}
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToRotate : public ToProperty {
public:
RTTI_DECL
ToRotate() : ToProperty() {}
~ToRotate() {}
float mix(TransformConstraintPose& pose) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromX : public FromProperty {
public:
RTTI_DECL
FromX() : FromProperty() {}
~FromX() {}
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToX : public ToProperty {
public:
RTTI_DECL
ToX() : ToProperty() {}
~ToX() {}
float mix(TransformConstraintPose& pose) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromY : public FromProperty {
public:
RTTI_DECL
FromY() : FromProperty() {}
~FromY() {}
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToY : public ToProperty {
public:
RTTI_DECL
ToY() : ToProperty() {}
~ToY() {}
float mix(TransformConstraintPose& pose) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromScaleX : public FromProperty {
public:
RTTI_DECL
FromScaleX() : FromProperty() {}
~FromScaleX() {}
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToScaleX : public ToProperty {
public:
RTTI_DECL
ToScaleX() : ToProperty() {}
~ToScaleX() {}
float mix(TransformConstraintPose& pose) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromScaleY : public FromProperty {
public:
RTTI_DECL
FromScaleY() : FromProperty() {}
~FromScaleY() {}
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToScaleY : public ToProperty {
public:
RTTI_DECL
ToScaleY() : ToProperty() {}
~ToScaleY() {}
float mix(TransformConstraintPose& pose) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromShearY : public FromProperty {
public:
RTTI_DECL
FromShearY() : FromProperty() {}
~FromShearY() {}
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToShearY : public ToProperty {
public:
RTTI_DECL
ToShearY() : ToProperty() {}
~ToShearY() {}
float mix(TransformConstraintPose& pose) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
/// Stores the setup pose for a TransformConstraint.
///
/// See https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide.
class SP_API TransformConstraintData : public ConstraintDataGeneric<TransformConstraint, TransformConstraintPose> {
public:
RTTI_DECL
static const int ROTATION = 0, X = 1, Y = 2, SCALEX = 3, SCALEY = 4, SHEARY = 5;
friend class SkeletonBinary;
friend class SkeletonJson;
friend class TransformConstraint;
friend class Skeleton;
friend class TransformConstraintTimeline;
public:
explicit TransformConstraintData(const String &name);
~TransformConstraintData();
virtual Constraint* create(Skeleton& skeleton) override;
/// The bones that will be modified by this transform constraint.
Array<BoneData*>& getBones();
/// The bone whose world transform will be copied to the constrained bones.
BoneData* getSource();
void setSource(BoneData* source);
/// An offset added to the constrained bone rotation.
float getOffsetRotation();
void setOffsetRotation(float offsetRotation);
/// An offset added to the constrained bone X translation.
float getOffsetX();
void setOffsetX(float offsetX);
/// An offset added to the constrained bone Y translation.
float getOffsetY();
void setOffsetY(float offsetY);
/// An offset added to the constrained bone scaleX.
float getOffsetScaleX();
void setOffsetScaleX(float offsetScaleX);
/// An offset added to the constrained bone scaleY.
float getOffsetScaleY();
void setOffsetScaleY(float offsetScaleY);
/// An offset added to the constrained bone shearY.
float getOffsetShearY();
void setOffsetShearY(float offsetShearY);
/// Reads the source bone's local transform instead of its world transform.
bool getLocalSource();
void setLocalSource(bool localSource);
/// Sets the constrained bones' local transforms instead of their world transforms.
bool getLocalTarget();
void setLocalTarget(bool localTarget);
/// Adds the source bone transform to the constrained bones instead of setting it absolutely.
bool getAdditive();
void setAdditive(bool additive);
/// Prevents constrained bones from exceeding the ranged defined by offset and max.
bool getClamp();
void setClamp(bool clamp);
/// The mapping of transform properties to other transform properties.
Array<FromProperty*>& getProperties();
private:
Array<BoneData*> _bones;
BoneData* _source;
float _offsets[6]; // [rotation, x, y, scaleX, scaleY, shearY]
bool _localSource, _localTarget, _additive, _clamp;
Array<FromProperty*> _properties;
};
}
#endif /* Spine_TransformConstraintData_h */