mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
161 lines
6.1 KiB
C++
161 lines
6.1 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpinePathConstraint.h"
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#include "SpineBone.h"
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#include "SpineCommon.h"
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#include "SpineSprite.h"
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void SpinePathConstraint::_bind_methods() {
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ClassDB::bind_method(D_METHOD("update"), &SpinePathConstraint::update);
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ClassDB::bind_method(D_METHOD("get_order"), &SpinePathConstraint::get_order);
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ClassDB::bind_method(D_METHOD("get_position"), &SpinePathConstraint::get_position);
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ClassDB::bind_method(D_METHOD("set_position", "v"), &SpinePathConstraint::set_position);
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ClassDB::bind_method(D_METHOD("get_spacing"), &SpinePathConstraint::get_spacing);
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ClassDB::bind_method(D_METHOD("set_spacing", "v"), &SpinePathConstraint::set_spacing);
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ClassDB::bind_method(D_METHOD("get_mix_rotate"), &SpinePathConstraint::get_mix_rotate);
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ClassDB::bind_method(D_METHOD("set_mix_rotate", "v"), &SpinePathConstraint::set_mix_rotate);
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ClassDB::bind_method(D_METHOD("get_mix_x"), &SpinePathConstraint::get_mix_x);
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ClassDB::bind_method(D_METHOD("set_mix_x", "v"), &SpinePathConstraint::set_mix_x);
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ClassDB::bind_method(D_METHOD("get_mix_y"), &SpinePathConstraint::get_mix_y);
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ClassDB::bind_method(D_METHOD("set_mix_y", "v"), &SpinePathConstraint::set_mix_y);
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ClassDB::bind_method(D_METHOD("get_bones"), &SpinePathConstraint::get_bones);
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ClassDB::bind_method(D_METHOD("get_target"), &SpinePathConstraint::get_target);
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ClassDB::bind_method(D_METHOD("set_target", "v"), &SpinePathConstraint::set_target);
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ClassDB::bind_method(D_METHOD("get_data"), &SpinePathConstraint::get_data);
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ClassDB::bind_method(D_METHOD("is_active"), &SpinePathConstraint::is_active);
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ClassDB::bind_method(D_METHOD("set_active", "v"), &SpinePathConstraint::set_active);
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}
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void SpinePathConstraint::update() {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->update(spine::Physics_Update);
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}
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int SpinePathConstraint::get_order() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getOrder();
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}
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float SpinePathConstraint::get_position() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getPosition();
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}
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void SpinePathConstraint::set_position(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setPosition(v);
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}
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float SpinePathConstraint::get_spacing() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getSpacing();
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}
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void SpinePathConstraint::set_spacing(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setSpacing(v);
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}
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float SpinePathConstraint::get_mix_rotate() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getMixRotate();
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}
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void SpinePathConstraint::set_mix_rotate(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setMixRotate(v);
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}
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float SpinePathConstraint::get_mix_x() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getMixX();
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}
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void SpinePathConstraint::set_mix_x(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setMixX(v);
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}
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float SpinePathConstraint::get_mix_y() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getMixY();
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}
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void SpinePathConstraint::set_mix_y(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setMixY(v);
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}
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Array SpinePathConstraint::get_bones() {
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Array result;
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SPINE_CHECK(get_spine_object(), result)
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auto &bones = get_spine_object()->getBones();
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result.resize((int) bones.size());
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for (int i = 0; i < bones.size(); ++i) {
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auto bone = bones[i];
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(get_spine_owner(), bone);
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result[i] = bone_ref;
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}
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return result;
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}
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Ref<SpineSlot> SpinePathConstraint::get_target() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto target = get_spine_object()->getTarget();
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if (!target) return nullptr;
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Ref<SpineSlot> target_ref(memnew(SpineSlot));
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target_ref->set_spine_object(get_spine_owner(), target);
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return target_ref;
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}
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void SpinePathConstraint::set_target(Ref<SpineSlot> v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setTarget(v.is_valid() && v->get_spine_object() ? v->get_spine_object() : nullptr);
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}
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Ref<SpinePathConstraintData> SpinePathConstraint::get_data() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &data = get_spine_object()->getData();
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Ref<SpinePathConstraintData> data_ref(memnew(SpinePathConstraintData));
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data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &data);
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return data_ref;
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}
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bool SpinePathConstraint::is_active() {
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SPINE_CHECK(get_spine_object(), false)
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return get_spine_object()->isActive();
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}
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void SpinePathConstraint::set_active(bool v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setActive(v);
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}
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