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/******************************************************************************
* 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_PathConstraint_h
#define Spine_PathConstraint_h
#include <spine/Constraint.h>
#include <spine/ConstraintData.h>
#include <spine/PathConstraintData.h>
#include <spine/PathConstraintPose.h>
#include <spine/Array.h>
namespace spine {
class Skeleton;
class PathAttachment;
class BonePose;
class Slot;
class Bone;
class Skin;
class Attachment;
/// Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
/// constrained bones so they follow a PathAttachment.
///
/// See https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide.
class SP_API PathConstraint : public ConstraintGeneric<PathConstraint, PathConstraintData, PathConstraintPose> {
friend class Skeleton;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
RTTI_DECL
public:
static const float epsilon;
static const int NONE, BEFORE, AFTER;
PathConstraint(PathConstraintData &data, Skeleton &skeleton);
PathConstraint &copy(Skeleton &skeleton);
/// Applies the constraint to the constrained bones.
virtual void update(Skeleton &skeleton, Physics physics) override;
virtual void sort(Skeleton &skeleton) override;
virtual bool isSourceActive() override;
/// The bones that will be modified by this path constraint.
Array<BonePose *> &getBones();
/// The slot whose path attachment will be used to constrained the bones.
Slot &getSlot();
void setSlot(Slot &slot);
virtual PathConstraintData &getData() override;
private:
Array<BonePose *> _bones;
Slot *_slot;
Array<float> _spaces;
Array<float> _positions;
Array<float> _world;
Array<float> _curves;
Array<float> _lengths;
Array<float> _segments;
Array<float> &computeWorldPositions(Skeleton &skeleton, PathAttachment &path, int spacesCount, bool tangents);
void addBeforePosition(float p, Array<float> &temp, int i, Array<float> &output, int o);
void addAfterPosition(float p, Array<float> &temp, int i, Array<float> &output, int o);
void addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, Array<float> &output,
int o, bool tangents);
void sortPathSlot(Skeleton &skeleton, Skin &skin, int slotIndex, Bone &slotBone);
void sortPath(Skeleton &skeleton, Attachment *attachment, Bone &slotBone);
};
}
#endif /* Spine_PathConstraint_h */