mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
161 lines
4.5 KiB
C++
161 lines
4.5 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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#pragma once
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#include "SpineCommon.h"
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#include "SpineSkeletonDataResource.h"
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#include "SpineBone.h"
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#include "SpineSlot.h"
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#include "SpineIkConstraint.h"
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#include "SpineTransformConstraint.h"
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#include "SpinePathConstraint.h"
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#include "SpinePhysicsConstraint.h"
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#include <unordered_map>
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class SpineSprite;
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class SpineSkeleton : public REFCOUNTED {
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GDCLASS(SpineSkeleton, REFCOUNTED);
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friend class SpineBone;
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friend class SpineSlot;
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friend class SpineTimeline;
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friend class SpineSprite;
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friend class SpineAnimation;
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friend class SpineAnimationState;
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friend class SpineAnimationTrack;
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friend class SpineBoneNode;
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friend class SpineSlotNode;
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protected:
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static void _bind_methods();
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void set_spine_sprite(SpineSprite *_sprite);
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spine::Skeleton *get_spine_object() { return skeleton; }
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SpineSprite *get_spine_owner() { return sprite; }
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Ref<SpineSkeletonDataResource> get_skeleton_data_res() const;
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private:
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spine::Skeleton *skeleton;
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SpineSprite *sprite;
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spine::Vector<float> bounds_vertex_buffer;
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Ref<SpineSkin> last_skin;
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std::unordered_map<spine::Bone *, Ref<SpineBone>> _cached_bones;
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std::unordered_map<spine::Slot *, Ref<SpineSlot>> _cached_slots;
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public:
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SpineSkeleton();
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~SpineSkeleton() override;
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void update_world_transform(SpineConstant::Physics physics);
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void set_to_setup_pose();
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void set_bones_to_setup_pose();
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void set_slots_to_setup_pose();
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Ref<SpineBone> find_bone(const String &name);
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Ref<SpineSlot> find_slot(const String &name);
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void set_skin_by_name(const String &skin_name);
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void set_skin(Ref<SpineSkin> new_skin);
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Ref<SpineAttachment> get_attachment_by_slot_name(const String &slot_name, const String &attachment_name);
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Ref<SpineAttachment> get_attachment_by_slot_index(int slot_index, const String &attachment_name);
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void set_attachment(const String &slot_name, const String &attachment_name);
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Ref<SpineIkConstraint> find_ik_constraint(const String &constraint_name);
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Ref<SpineTransformConstraint> find_transform_constraint(const String &constraint_name);
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Ref<SpinePathConstraint> find_path_constraint(const String &constraint_name);
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Ref<SpinePhysicsConstraint> find_physics_constraint(const String &constraint_name);
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Rect2 get_bounds();
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Ref<SpineBone> get_root_bone();
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Array get_bones();
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Array get_slots();
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Array get_draw_order();
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Array get_ik_constraints();
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Array get_transform_constraints();
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Array get_path_constraints();
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Array get_physics_constraints();
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Ref<SpineSkin> get_skin();
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Color get_color();
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void set_color(Color v);
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void set_position(Vector2 position);
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float get_x();
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void set_x(float v);
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float get_y();
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void set_y(float v);
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float get_scale_x();
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void set_scale_x(float v);
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float get_scale_y();
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void set_scale_y(float v);
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float get_time();
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void set_time(float time);
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void update(float delta);
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void physics_translate(float x, float y);
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void physics_rotate(float x, float y, float degrees);
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};
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