mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
- spine-cpp/spine-cpp was moved into spine-cpp directory, so spine-cpp/spine-cpp/src -> spine-cpp/src, spine-cpp/spine-cpp/include -> spine-cpp/include - Added scaffold for DebugPrinter to be used by runtime comparison tests - Added build.sh
107 lines
4.0 KiB
C++
107 lines
4.0 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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#ifndef Spine_Bone_h
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#define Spine_Bone_h
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#include <spine/Posed.h>
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#include <spine/PosedActive.h>
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#include <spine/BoneData.h>
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#include <spine/BoneLocal.h>
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#include <spine/BonePose.h>
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#include <spine/Array.h>
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namespace spine {
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/// The current pose for a bone, before constraints are applied.
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///
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/// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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/// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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/// constraint or application code modifies the world transform after it was computed from the local transform.
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class SP_API Bone : public PosedGeneric<BoneData, BoneLocal, BonePose>, public PosedActive, public Update {
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friend class AnimationState;
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friend class RotateTimeline;
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friend class IkConstraint;
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friend class TransformConstraint;
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friend class VertexAttachment;
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friend class PathConstraint;
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friend class PhysicsConstraint;
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friend class Skeleton;
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friend class Slider;
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friend class RegionAttachment;
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friend class PointAttachment;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class ScaleTimeline;
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friend class ScaleXTimeline;
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friend class ScaleYTimeline;
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friend class ShearTimeline;
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friend class ShearXTimeline;
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friend class ShearYTimeline;
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friend class TranslateTimeline;
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class InheritTimeline;
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RTTI_DECL
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public:
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/// @param parent May be NULL.
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Bone(BoneData& data, Bone* parent);
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/// Copy constructor. Does not copy the children bones.
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Bone(Bone& bone, Bone* parent);
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/// The parent bone, or null if this is the root bone.
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Bone* getParent();
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/// The immediate children of this bone.
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Array<Bone*>& getChildren();
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static bool isYDown() { return yDown; }
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static void setYDown(bool value) { yDown = value; }
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virtual void update(Skeleton& skeleton, Physics physics) override {
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// No-op, need to extend Update so we can stuff Bone into Skeleton.updateCache temporarily.
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// See Skeleton::updateCache().
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}
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private:
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static bool yDown;
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Bone* const _parent;
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Array<Bone*> _children;
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bool _sorted;
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};
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}
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#endif /* Spine_Bone_h */
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