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