spine-runtimes/spine-c/src/generated/physics_constraint.cpp

89 lines
4.0 KiB
C++

#include "physics_constraint.h"
#include <spine/spine.h>
using namespace spine;
spine_physics_constraint spine_physics_constraint_create(spine_physics_constraint_data data, spine_skeleton skeleton) {
return (spine_physics_constraint) new (__FILE__, __LINE__) PhysicsConstraint(*((PhysicsConstraintData*)data), *((Skeleton*)skeleton));
}
void spine_physics_constraint_dispose(spine_physics_constraint self) {
delete (PhysicsConstraint*)self;
}
spine_rtti spine_physics_constraint_get_rtti(spine_physics_constraint self) {
return (spine_rtti)&((PhysicsConstraint*)self)->getRTTI();
}
void spine_physics_constraint_update(spine_physics_constraint self, spine_skeleton skeleton, spine_physics physics) {
((PhysicsConstraint*)self)->update(*((Skeleton*)skeleton), (Physics)physics);
}
void spine_physics_constraint_sort(spine_physics_constraint self, spine_skeleton skeleton) {
((PhysicsConstraint*)self)->sort(*((Skeleton*)skeleton));
}
bool spine_physics_constraint_is_source_active(spine_physics_constraint self) {
return ((PhysicsConstraint*)self)->isSourceActive();
}
spine_physics_constraint spine_physics_constraint_copy(spine_physics_constraint self, spine_skeleton skeleton) {
return (spine_physics_constraint)((PhysicsConstraint*)self)->copy(*((Skeleton*)skeleton));
}
void spine_physics_constraint_reset(spine_physics_constraint self, spine_skeleton skeleton) {
((PhysicsConstraint*)self)->reset(*((Skeleton*)skeleton));
}
void spine_physics_constraint_translate(spine_physics_constraint self, float x, float y) {
((PhysicsConstraint*)self)->translate(x, y);
}
void spine_physics_constraint_rotate(spine_physics_constraint self, float x, float y, float degrees) {
((PhysicsConstraint*)self)->rotate(x, y, degrees);
}
spine_bone_pose spine_physics_constraint_get_bone(spine_physics_constraint self) {
return (spine_bone_pose)&((PhysicsConstraint*)self)->getBone();
}
void spine_physics_constraint_set_bone(spine_physics_constraint self, spine_bone_pose bone) {
((PhysicsConstraint*)self)->setBone(*((BonePose*)bone));
}
spine_physics_constraint_data spine_physics_constraint_get_data(spine_physics_constraint self) {
return (spine_physics_constraint_data)&((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->getData();
}
spine_physics_constraint_pose spine_physics_constraint_get_pose(spine_physics_constraint self) {
return (spine_physics_constraint_pose)&((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->getPose();
}
spine_physics_constraint_pose spine_physics_constraint_get_applied_pose(spine_physics_constraint self) {
return (spine_physics_constraint_pose)&((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->getAppliedPose();
}
void spine_physics_constraint_reset_constrained(spine_physics_constraint self) {
((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->resetConstrained();
}
void spine_physics_constraint_constrained(spine_physics_constraint self) {
((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->constrained();
}
bool spine_physics_constraint_is_pose_equal_to_applied(spine_physics_constraint self) {
return ((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->isPoseEqualToApplied();
}
bool spine_physics_constraint_is_active(spine_physics_constraint self) {
return ((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->isActive();
}
void spine_physics_constraint_set_active(spine_physics_constraint self, bool active) {
((ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>*)(PhysicsConstraint*)self)->setActive(active);
}
spine_rtti spine_physics_constraint_rtti(void) {
return (spine_rtti)&PhysicsConstraint::rtti;
}