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https://github.com/EsotericSoftware/spine-runtimes.git
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82 lines
3.1 KiB
C++
82 lines
3.1 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_TransformConstraintData_h
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#define Spine_TransformConstraintData_h
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#include <spine/Vector.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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namespace spine {
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class BoneData;
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class SP_API TransformConstraintData : public SpineObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class TransformConstraint;
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friend class Skeleton;
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friend class TransformConstraintTimeline;
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public:
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explicit TransformConstraintData(const String& name);
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const String& getName();
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int getOrder();
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Vector<BoneData*>& getBones();
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BoneData* getTarget();
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float getRotateMix();
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float getTranslateMix();
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float getScaleMix();
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float getShearMix();
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float getOffsetRotation();
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float getOffsetX();
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float getOffsetY();
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float getOffsetScaleX();
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float getOffsetScaleY();
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float getOffsetShearY();
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bool isRelative();
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bool isLocal();
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private:
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const String _name;
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int _order;
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Vector<BoneData*> _bones;
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BoneData* _target;
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float _rotateMix, _translateMix, _scaleMix, _shearMix;
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float _offsetRotation, _offsetX, _offsetY, _offsetScaleX, _offsetScaleY, _offsetShearY;
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bool _relative, _local;
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};
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}
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#endif /* Spine_TransformConstraintData_h */
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