spine-runtimes/spine-godot/spine_godot/SpineIkConstraint.cpp
Mario Zechner 83ba44ed37 Formatting
2025-09-29 17:20:26 +02:00

116 lines
4.8 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.
*****************************************************************************/
#include "SpineIkConstraint.h"
#include "SpineIkConstraintPose.h"
#include "SpineBone.h"
#include "SpineCommon.h"
#include "SpineSprite.h"
void SpineIkConstraint::_bind_methods() {
ClassDB::bind_method(D_METHOD("update", "skeleton"), &SpineIkConstraint::update);
ClassDB::bind_method(D_METHOD("get_data"), &SpineIkConstraint::get_data);
ClassDB::bind_method(D_METHOD("get_bones"), &SpineIkConstraint::get_bones);
ClassDB::bind_method(D_METHOD("get_target"), &SpineIkConstraint::get_target);
ClassDB::bind_method(D_METHOD("set_target", "v"), &SpineIkConstraint::set_target);
ClassDB::bind_method(D_METHOD("get_pose"), &SpineIkConstraint::get_pose);
ClassDB::bind_method(D_METHOD("get_applied_pose"), &SpineIkConstraint::get_applied_pose);
ClassDB::bind_method(D_METHOD("is_active"), &SpineIkConstraint::is_active);
ClassDB::bind_method(D_METHOD("set_active", "v"), &SpineIkConstraint::set_active);
}
void SpineIkConstraint::update(Ref<SpineSkeleton> skeleton) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->update(*skeleton->get_spine_object(), spine::Physics_Update);
}
Ref<SpineIkConstraintData> SpineIkConstraint::get_data() {
SPINE_CHECK(get_spine_object(), nullptr)
auto &ik_constraint_data = get_spine_object()->getData();
Ref<SpineIkConstraintData> ik_constraint_data_ref(memnew(SpineIkConstraintData));
ik_constraint_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &ik_constraint_data);
return ik_constraint_data_ref;
}
Array SpineIkConstraint::get_bones() {
Array result;
SPINE_CHECK(get_spine_object(), result)
auto &bones = get_spine_object()->getBones();
result.resize((int) bones.size());
for (int i = 0; i < bones.size(); ++i) {
auto bone = bones[i];
Ref<SpineBonePose> bone_ref(memnew(SpineBonePose));
bone_ref->set_spine_object(get_spine_owner(), bone);
result[i] = bone_ref;
}
return result;
}
Ref<SpineBone> SpineIkConstraint::get_target() {
SPINE_CHECK(get_spine_object(), nullptr)
auto target = &get_spine_object()->getTarget();
if (!target) return nullptr;
Ref<SpineBone> target_ref(memnew(SpineBone));
target_ref->set_spine_object(get_spine_owner(), target);
return target_ref;
}
void SpineIkConstraint::set_target(Ref<SpineBone> v) {
SPINE_CHECK(get_spine_object(), )
if (v.is_valid() && v->get_spine_object()) {
get_spine_object()->setTarget(*v->get_spine_object());
}
}
Ref<SpineIkConstraintPose> SpineIkConstraint::get_pose() {
SPINE_CHECK(get_spine_object(), nullptr)
auto &pose = get_spine_object()->getPose();
Ref<SpineIkConstraintPose> pose_ref(memnew(SpineIkConstraintPose));
pose_ref->set_spine_object(get_spine_owner(), &pose);
return pose_ref;
}
Ref<SpineIkConstraintPose> SpineIkConstraint::get_applied_pose() {
SPINE_CHECK(get_spine_object(), nullptr)
auto &pose = get_spine_object()->getAppliedPose();
Ref<SpineIkConstraintPose> pose_ref(memnew(SpineIkConstraintPose));
pose_ref->set_spine_object(get_spine_owner(), &pose);
return pose_ref;
}
bool SpineIkConstraint::is_active() {
SPINE_CHECK(get_spine_object(), false)
return get_spine_object()->isActive();
}
void SpineIkConstraint::set_active(bool v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setActive(v);
}