mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
106 lines
4.7 KiB
C++
106 lines
4.7 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpinePhysicsConstraint.h"
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#include "SpinePhysicsConstraintPose.h"
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#include "SpineCommon.h"
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#include "SpineSprite.h"
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void SpinePhysicsConstraint::_bind_methods() {
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ClassDB::bind_method(D_METHOD("update", "skeleton", "physics"), &SpinePhysicsConstraint::update);
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ClassDB::bind_method(D_METHOD("get_data"), &SpinePhysicsConstraint::get_data);
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ClassDB::bind_method(D_METHOD("get_bone"), &SpinePhysicsConstraint::get_bone);
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ClassDB::bind_method(D_METHOD("set_bone", "v"), &SpinePhysicsConstraint::set_bone);
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ClassDB::bind_method(D_METHOD("get_pose"), &SpinePhysicsConstraint::get_pose);
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ClassDB::bind_method(D_METHOD("get_applied_pose"), &SpinePhysicsConstraint::get_applied_pose);
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ClassDB::bind_method(D_METHOD("reset", "skeleton"), &SpinePhysicsConstraint::reset);
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ClassDB::bind_method(D_METHOD("translate", "x", "y"), &SpinePhysicsConstraint::translate);
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ClassDB::bind_method(D_METHOD("rotate", "x", "y", "degrees"), &SpinePhysicsConstraint::rotate);
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}
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void SpinePhysicsConstraint::update(Ref<SpineSkeleton> skeleton, SpineConstant::Physics physics) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->update(*skeleton->get_spine_object(), (spine::Physics) physics);
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}
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Ref<SpinePhysicsConstraintData> SpinePhysicsConstraint::get_data() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &data = get_spine_object()->getData();
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Ref<SpinePhysicsConstraintData> data_ref(memnew(SpinePhysicsConstraintData));
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data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &data);
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return data_ref;
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}
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Ref<SpineBonePose> SpinePhysicsConstraint::get_bone() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto target = &get_spine_object()->getBone();
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if (!target) return nullptr;
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Ref<SpineBonePose> target_ref(memnew(SpineBonePose));
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target_ref->set_spine_object(get_spine_owner(), target);
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return target_ref;
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}
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void SpinePhysicsConstraint::set_bone(Ref<SpineBonePose> v) {
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SPINE_CHECK(get_spine_object(), )
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if (v.is_valid() && v->get_spine_object()) {
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get_spine_object()->setBone(*v->get_spine_object());
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}
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}
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Ref<SpinePhysicsConstraintPose> SpinePhysicsConstraint::get_pose() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &pose = get_spine_object()->getPose();
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Ref<SpinePhysicsConstraintPose> pose_ref(memnew(SpinePhysicsConstraintPose));
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pose_ref->set_spine_object(get_spine_owner(), &pose);
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return pose_ref;
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}
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Ref<SpinePhysicsConstraintPose> SpinePhysicsConstraint::get_applied_pose() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &pose = get_spine_object()->getAppliedPose();
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Ref<SpinePhysicsConstraintPose> pose_ref(memnew(SpinePhysicsConstraintPose));
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pose_ref->set_spine_object(get_spine_owner(), &pose);
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return pose_ref;
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}
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void SpinePhysicsConstraint::reset(Ref<SpineSkeleton> skeleton) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->reset(*skeleton->get_spine_object());
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}
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void SpinePhysicsConstraint::translate(float x, float y) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->translate(x, y);
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}
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void SpinePhysicsConstraint::rotate(float x, float y, float degrees) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->rotate(x, y, degrees);
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}
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