185 lines
5.6 KiB
Dart

//
// 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 'dart:ffi';
import 'spine_dart_bindings_generated.dart';
import '../spine_bindings.dart';
import 'rtti.dart';
import 'arrays.dart';
import 'bone.dart';
import 'bone_pose.dart';
import 'constraint.dart';
import 'ik_constraint_data.dart';
import 'ik_constraint_pose.dart';
import 'physics.dart';
import 'posed.dart';
import 'posed_active.dart';
import 'skeleton.dart';
/// IkConstraint wrapper
class IkConstraint extends PosedActive implements Posed, Constraint {
final Pointer<spine_ik_constraint_wrapper> _ptr;
IkConstraint.fromPointer(this._ptr) : super.fromPointer(_ptr.cast());
/// Get the native pointer for FFI calls
@override
Pointer get nativePtr => _ptr;
factory IkConstraint(IkConstraintData data, Skeleton skeleton) {
final ptr = SpineBindings.bindings.spine_ik_constraint_create(
data.nativePtr.cast(), skeleton.nativePtr.cast());
return IkConstraint.fromPointer(ptr);
}
@override
Rtti get rtti {
final result = SpineBindings.bindings.spine_ik_constraint_get_rtti(_ptr);
return Rtti.fromPointer(result);
}
IkConstraint copy(Skeleton skeleton) {
final result = SpineBindings.bindings
.spine_ik_constraint_copy(_ptr, skeleton.nativePtr.cast());
return IkConstraint.fromPointer(result);
}
@override
void update(Skeleton skeleton, Physics physics) {
SpineBindings.bindings.spine_ik_constraint_update(
_ptr, skeleton.nativePtr.cast(), physics.value);
}
@override
void sort(Skeleton skeleton) {
SpineBindings.bindings
.spine_ik_constraint_sort(_ptr, skeleton.nativePtr.cast());
}
@override
bool get isSourceActive {
final result =
SpineBindings.bindings.spine_ik_constraint_is_source_active(_ptr);
return result;
}
@override
IkConstraintData get data {
final result = SpineBindings.bindings.spine_ik_constraint_get_data(_ptr);
return IkConstraintData.fromPointer(result);
}
ArrayBonePose get bones {
final result = SpineBindings.bindings.spine_ik_constraint_get_bones(_ptr);
return ArrayBonePose.fromPointer(result);
}
Bone get target {
final result = SpineBindings.bindings.spine_ik_constraint_get_target(_ptr);
return Bone.fromPointer(result);
}
set target(Bone value) {
SpineBindings.bindings
.spine_ik_constraint_set_target(_ptr, value.nativePtr.cast());
}
IkConstraintPose get pose {
final result = SpineBindings.bindings.spine_ik_constraint_get_pose(_ptr);
return IkConstraintPose.fromPointer(result);
}
IkConstraintPose get appliedPose {
final result =
SpineBindings.bindings.spine_ik_constraint_get_applied_pose(_ptr);
return IkConstraintPose.fromPointer(result);
}
@override
void resetConstrained() {
SpineBindings.bindings.spine_ik_constraint_reset_constrained(_ptr);
}
@override
void constrained() {
SpineBindings.bindings.spine_ik_constraint_constrained(_ptr);
}
@override
bool get isPoseEqualToApplied {
final result = SpineBindings.bindings
.spine_ik_constraint_is_pose_equal_to_applied(_ptr);
return result;
}
static Rtti rttiStatic() {
final result = SpineBindings.bindings.spine_ik_constraint_rtti();
return Rtti.fromPointer(result);
}
static void apply(Skeleton skeleton, BonePose bone, double targetX,
double targetY, bool compress, bool stretch, bool uniform, double mix) {
SpineBindings.bindings.spine_ik_constraint_apply_1(
skeleton.nativePtr.cast(),
bone.nativePtr.cast(),
targetX,
targetY,
compress,
stretch,
uniform,
mix);
}
static void apply2(
Skeleton skeleton,
BonePose parent,
BonePose child,
double targetX,
double targetY,
int bendDirection,
bool stretch,
bool uniform,
double softness,
double mix) {
SpineBindings.bindings.spine_ik_constraint_apply_2(
skeleton.nativePtr.cast(),
parent.nativePtr.cast(),
child.nativePtr.cast(),
targetX,
targetY,
bendDirection,
stretch,
uniform,
softness,
mix);
}
}