2024-01-03 09:47:39 +01:00

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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_PhysicsConstraint_h
#define Spine_PhysicsConstraint_h
#include <spine/ConstraintData.h>
#include <spine/Vector.h>
namespace spine {
class PhysicsConstraintData;
class Skeleton;
class Bone;
class SP_API PhysicsConstraint : public Updatable {
friend class Skeleton;
RTTI_DECL
public:
PhysicsConstraint(PhysicsConstraintData& data, Skeleton& skeleton);
PhysicsConstraintData &getData();
void setBone(Bone* bone);
Bone* getBone();
void setInertia(float value);
float getInertia();
void setStrength(float value);
float getStrength();
void setDamping(float value);
float getDamping();
void setMassInverse(float value);
float getMassInverse();
void setWind(float value);
float getWind();
void setGravity(float value);
float getGravity();
void setMix(float value);
float getMix();
void setReset(bool value);
bool getReset();
void setUx(float value);
float getUx();
void setUy(float value);
float getUy();
void setCx(float value);
float getCx();
void setCy(float value);
float getCy();
void setTx(float value);
float getTx();
void setTy(float value);
float getTy();
void setXOffset(float value);
float getXOffset();
void setXVelocity(float value);
float getXVelocity();
void setYOffset(float value);
float getYOffset();
void setYVelocity(float value);
float getYVelocity();
void setRotateOffset(float value);
float getRotateOffset();
void setRotateVelocity(float value);
float getRotateVelocity();
void setScaleOffset(float value);
float getScaleOffset();
void setScaleVelocity(float value);
float getScaleVelocity();
void setActive(bool value);
bool isActive();
void setRemaining(float value);
float getRemaining();
void setLastTime(float value);
float getLastTime();
void reset();
void setToSetupPose();
virtual void update(Physics physics);
private:
PhysicsConstraintData& _data;
Bone* _bone;
float _inertia;
float _strength;
float _damping;
float _massInverse;
float _wind;
float _gravity;
float _mix;
bool _reset;
float _ux;
float _uy;
float _cx;
float _cy;
float _tx;
float _ty;
float _xOffset;
float _xVelocity;
float _yOffset;
float _yVelocity;
float _rotateOffset;
float _rotateVelocity;
float _scaleOffset;
float _scaleVelocity;
bool _active;
Skeleton& _skeleton;
float _remaining;
float _lastTime;
};
}
#endif /* Spine_PhysicsConstraint_h */