spine-runtimes/spine-godot/spine_godot/SpinePhysicsConstraint.cpp
Mario Zechner 83ba44ed37 Formatting
2025-09-29 17:20:26 +02:00

106 lines
4.7 KiB
C++

/******************************************************************************
* 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
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SpinePhysicsConstraint.h"
#include "SpinePhysicsConstraintPose.h"
#include "SpineCommon.h"
#include "SpineSprite.h"
void SpinePhysicsConstraint::_bind_methods() {
ClassDB::bind_method(D_METHOD("update", "skeleton", "physics"), &SpinePhysicsConstraint::update);
ClassDB::bind_method(D_METHOD("get_data"), &SpinePhysicsConstraint::get_data);
ClassDB::bind_method(D_METHOD("get_bone"), &SpinePhysicsConstraint::get_bone);
ClassDB::bind_method(D_METHOD("set_bone", "v"), &SpinePhysicsConstraint::set_bone);
ClassDB::bind_method(D_METHOD("get_pose"), &SpinePhysicsConstraint::get_pose);
ClassDB::bind_method(D_METHOD("get_applied_pose"), &SpinePhysicsConstraint::get_applied_pose);
ClassDB::bind_method(D_METHOD("reset", "skeleton"), &SpinePhysicsConstraint::reset);
ClassDB::bind_method(D_METHOD("translate", "x", "y"), &SpinePhysicsConstraint::translate);
ClassDB::bind_method(D_METHOD("rotate", "x", "y", "degrees"), &SpinePhysicsConstraint::rotate);
}
void SpinePhysicsConstraint::update(Ref<SpineSkeleton> skeleton, SpineConstant::Physics physics) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->update(*skeleton->get_spine_object(), (spine::Physics) physics);
}
Ref<SpinePhysicsConstraintData> SpinePhysicsConstraint::get_data() {
SPINE_CHECK(get_spine_object(), nullptr)
auto &data = get_spine_object()->getData();
Ref<SpinePhysicsConstraintData> data_ref(memnew(SpinePhysicsConstraintData));
data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &data);
return data_ref;
}
Ref<SpineBonePose> SpinePhysicsConstraint::get_bone() {
SPINE_CHECK(get_spine_object(), nullptr)
auto target = &get_spine_object()->getBone();
if (!target) return nullptr;
Ref<SpineBonePose> target_ref(memnew(SpineBonePose));
target_ref->set_spine_object(get_spine_owner(), target);
return target_ref;
}
void SpinePhysicsConstraint::set_bone(Ref<SpineBonePose> v) {
SPINE_CHECK(get_spine_object(), )
if (v.is_valid() && v->get_spine_object()) {
get_spine_object()->setBone(*v->get_spine_object());
}
}
Ref<SpinePhysicsConstraintPose> SpinePhysicsConstraint::get_pose() {
SPINE_CHECK(get_spine_object(), nullptr)
auto &pose = get_spine_object()->getPose();
Ref<SpinePhysicsConstraintPose> pose_ref(memnew(SpinePhysicsConstraintPose));
pose_ref->set_spine_object(get_spine_owner(), &pose);
return pose_ref;
}
Ref<SpinePhysicsConstraintPose> SpinePhysicsConstraint::get_applied_pose() {
SPINE_CHECK(get_spine_object(), nullptr)
auto &pose = get_spine_object()->getAppliedPose();
Ref<SpinePhysicsConstraintPose> pose_ref(memnew(SpinePhysicsConstraintPose));
pose_ref->set_spine_object(get_spine_owner(), &pose);
return pose_ref;
}
void SpinePhysicsConstraint::reset(Ref<SpineSkeleton> skeleton) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->reset(*skeleton->get_spine_object());
}
void SpinePhysicsConstraint::translate(float x, float y) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->translate(x, y);
}
void SpinePhysicsConstraint::rotate(float x, float y, float degrees) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->rotate(x, y, degrees);
}