spine-runtimes/spine-cpp/include/spine/TransformConstraintData.h

326 lines
9.0 KiB
C++

/******************************************************************************
* 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.
*****************************************************************************/
#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;
static const int X;
static const int Y;
static const int SCALEX;
static const int SCALEY;
static const int SHEARY;
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 */