spine-runtimes/spine-cpp/include/spine/PhysicsConstraint.h

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3.8 KiB
C++

/******************************************************************************
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* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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#ifndef Spine_PhysicsConstraint_h
#define Spine_PhysicsConstraint_h
#include <spine/Constraint.h>
#include <spine/PhysicsConstraintData.h>
#include <spine/PhysicsConstraintPose.h>
#include <spine/BonePose.h>
#include <spine/Array.h>
namespace spine {
class Skeleton;
class BonePose;
class PhysicsConstraintPose;
/// Stores the current pose for a physics constraint. A physics constraint applies physics to bones.
///
/// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide.
class SP_API PhysicsConstraint : public ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose> {
friend class Skeleton;
friend class PhysicsConstraintTimeline;
friend class PhysicsConstraintInertiaTimeline;
friend class PhysicsConstraintStrengthTimeline;
friend class PhysicsConstraintDampingTimeline;
friend class PhysicsConstraintMassTimeline;
friend class PhysicsConstraintWindTimeline;
friend class PhysicsConstraintGravityTimeline;
friend class PhysicsConstraintMixTimeline;
friend class PhysicsConstraintResetTimeline;
public:
RTTI_DECL
PhysicsConstraint(PhysicsConstraintData &data, Skeleton &skeleton);
void update(Skeleton &skeleton, Physics physics) override;
void sort(Skeleton &skeleton) override;
bool isSourceActive() override;
PhysicsConstraint &copy(Skeleton &skeleton);
void reset(Skeleton &skeleton);
/// Translates the physics constraint so next update() forces are applied as if the bone moved an additional amount in world space.
void translate(float x, float y);
/// Rotates the physics constraint so next update() forces are applied as if the bone rotated around the specified point in world space.
void rotate(float x, float y, float degrees);
/// The bone constrained by this physics constraint.
BonePose &getBone();
void setBone(BonePose &bone);
private:
BonePose *_bone;
bool _reset;
float _ux, _uy, _cx, _cy, _tx, _ty;
float _xOffset, _xLag, _xVelocity;
float _yOffset, _yLag, _yVelocity;
float _rotateOffset, _rotateLag, _rotateVelocity;
float _scaleOffset, _scaleLag, _scaleVelocity;
float _remaining, _lastTime;
};
}
#endif /* Spine_PhysicsConstraint_h */