mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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321 lines
9.0 KiB
C++
321 lines
9.0 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_TransformConstraintData_h
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#define Spine_TransformConstraintData_h
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#include <spine/ConstraintData.h>
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#include <spine/PosedData.h>
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#include <spine/Array.h>
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#include <spine/TransformConstraintPose.h>
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namespace spine {
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class BoneData;
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class TransformConstraint;
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class BonePose;
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class TransformConstraintPose;
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class FromProperty;
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class ToProperty;
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/// Source property for a TransformConstraint.
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class SP_API FromProperty : public SpineObject {
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friend class SkeletonBinary;
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public:
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RTTI_DECL_NOPARENT
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/// The value of this property that corresponds to ToProperty offset.
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float _offset;
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/// Constrained properties.
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Array<ToProperty *> _to;
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FromProperty();
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virtual ~FromProperty();
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/// Reads this property from the specified bone.
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virtual float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) = 0;
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};
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/// Constrained property for a TransformConstraint.
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class SP_API ToProperty : public SpineObject {
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friend class SkeletonBinary;
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public:
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RTTI_DECL_NOPARENT
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/// The value of this property that corresponds to FromProperty offset.
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float _offset;
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/// The maximum value of this property when clamped.
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float _max;
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/// The scale of the FromProperty value in relation to this property.
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float _scale;
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ToProperty();
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virtual ~ToProperty();
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/// Reads the mix for this property from the specified pose.
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virtual float mix(TransformConstraintPose &pose) = 0;
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/// Applies the value to this property.
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virtual void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) = 0;
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};
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class SP_API FromRotate : public FromProperty {
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public:
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RTTI_DECL
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FromRotate() : FromProperty() {
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}
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~FromRotate() {
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}
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float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) override;
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};
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class SP_API ToRotate : public ToProperty {
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public:
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RTTI_DECL
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ToRotate() : ToProperty() {
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}
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~ToRotate() {
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}
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float mix(TransformConstraintPose &pose) override;
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void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) override;
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};
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class SP_API FromX : public FromProperty {
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public:
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RTTI_DECL
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FromX() : FromProperty() {
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}
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~FromX() {
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}
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float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) override;
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};
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class SP_API ToX : public ToProperty {
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public:
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RTTI_DECL
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ToX() : ToProperty() {
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}
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~ToX() {
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}
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float mix(TransformConstraintPose &pose) override;
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void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) override;
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};
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class SP_API FromY : public FromProperty {
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public:
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RTTI_DECL
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FromY() : FromProperty() {
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}
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~FromY() {
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}
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float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) override;
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};
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class SP_API ToY : public ToProperty {
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public:
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RTTI_DECL
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ToY() : ToProperty() {
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}
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~ToY() {
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}
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float mix(TransformConstraintPose &pose) override;
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void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) override;
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};
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class SP_API FromScaleX : public FromProperty {
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public:
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RTTI_DECL
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FromScaleX() : FromProperty() {
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}
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~FromScaleX() {
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}
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float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) override;
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};
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class SP_API ToScaleX : public ToProperty {
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public:
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RTTI_DECL
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ToScaleX() : ToProperty() {
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}
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~ToScaleX() {
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}
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float mix(TransformConstraintPose &pose) override;
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void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) override;
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};
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class SP_API FromScaleY : public FromProperty {
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public:
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RTTI_DECL
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FromScaleY() : FromProperty() {
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}
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~FromScaleY() {
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}
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float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) override;
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};
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class SP_API ToScaleY : public ToProperty {
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public:
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RTTI_DECL
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ToScaleY() : ToProperty() {
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}
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~ToScaleY() {
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}
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float mix(TransformConstraintPose &pose) override;
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void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) override;
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};
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class SP_API FromShearY : public FromProperty {
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public:
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RTTI_DECL
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FromShearY() : FromProperty() {
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}
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~FromShearY() {
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}
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float value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) override;
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};
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class SP_API ToShearY : public ToProperty {
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public:
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RTTI_DECL
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ToShearY() : ToProperty() {
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}
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~ToShearY() {
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}
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float mix(TransformConstraintPose &pose) override;
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void apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) override;
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};
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/// Stores the setup pose for a TransformConstraint.
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///
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/// See https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide.
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class SP_API TransformConstraintData : public ConstraintDataGeneric<TransformConstraint, TransformConstraintPose> {
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public:
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RTTI_DECL
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static const int ROTATION = 0, X = 1, Y = 2, SCALEX = 3, SCALEY = 4, SHEARY = 5;
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class TransformConstraint;
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friend class Skeleton;
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friend class TransformConstraintTimeline;
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public:
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explicit TransformConstraintData(const String &name);
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~TransformConstraintData();
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virtual Constraint &create(Skeleton &skeleton) override;
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/// The bones that will be modified by this transform constraint.
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Array<BoneData *> &getBones();
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/// The bone whose world transform will be copied to the constrained bones.
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BoneData &getSource();
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void setSource(BoneData &source);
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/// An offset added to the constrained bone rotation.
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float getOffsetRotation();
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void setOffsetRotation(float offsetRotation);
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/// An offset added to the constrained bone X translation.
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float getOffsetX();
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void setOffsetX(float offsetX);
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/// An offset added to the constrained bone Y translation.
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float getOffsetY();
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void setOffsetY(float offsetY);
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/// An offset added to the constrained bone scaleX.
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float getOffsetScaleX();
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void setOffsetScaleX(float offsetScaleX);
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/// An offset added to the constrained bone scaleY.
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float getOffsetScaleY();
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void setOffsetScaleY(float offsetScaleY);
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/// An offset added to the constrained bone shearY.
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float getOffsetShearY();
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void setOffsetShearY(float offsetShearY);
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/// Reads the source bone's local transform instead of its world transform.
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bool getLocalSource();
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void setLocalSource(bool localSource);
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/// Sets the constrained bones' local transforms instead of their world transforms.
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bool getLocalTarget();
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void setLocalTarget(bool localTarget);
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/// Adds the source bone transform to the constrained bones instead of setting it absolutely.
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bool getAdditive();
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void setAdditive(bool additive);
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/// Prevents constrained bones from exceeding the ranged defined by offset and max.
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bool getClamp();
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void setClamp(bool clamp);
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/// The mapping of transform properties to other transform properties.
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Array<FromProperty *> &getProperties();
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private:
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Array<BoneData *> _bones;
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BoneData *_source;
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float _offsets[6];// [rotation, x, y, scaleX, scaleY, shearY]
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bool _localSource, _localTarget, _additive, _clamp;
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Array<FromProperty *> _properties;
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};
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}
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#endif /* Spine_TransformConstraintData_h */ |