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

62 lines
2.4 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.
*****************************************************************************/
#pragma once
#include "SpineCommon.h"
#include "SpinePhysicsConstraintData.h"
#include "SpineBone.h"
#include <spine/PhysicsConstraint.h>
class SpinePhysicsConstraintPose;
class SpinePhysicsConstraint : public SpineSpriteOwnedObject<spine::PhysicsConstraint> {
GDCLASS(SpinePhysicsConstraint, SpineObjectWrapper)
protected:
static void _bind_methods();
public:
void update(Ref<SpineSkeleton> skeleton, SpineConstant::Physics physics);
Ref<SpinePhysicsConstraintData> get_data();
Ref<SpineBonePose> get_bone();
void set_bone(Ref<SpineBonePose> v);
Ref<SpinePhysicsConstraintPose> get_pose();
Ref<SpinePhysicsConstraintPose> get_applied_pose();
void reset(Ref<SpineSkeleton> skeleton);
void translate(float x, float y);
void rotate(float x, float y, float degrees);
};