spine-runtimes/spine-c/src/generated/ik_constraint.cpp

108 lines
3.8 KiB
C++

#include "ik_constraint.h"
#include <spine/spine.h>
using namespace spine;
spine_ik_constraint spine_ik_constraint_create(spine_ik_constraint_data data, spine_skeleton skeleton) {
return (spine_ik_constraint) new (__FILE__, __LINE__) IkConstraint(*((IkConstraintData *) data), *((Skeleton *) skeleton));
}
void spine_ik_constraint_dispose(spine_ik_constraint self) {
delete (IkConstraint *) self;
}
spine_rtti spine_ik_constraint_get_rtti(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_rtti) &_self->getRTTI();
}
spine_ik_constraint spine_ik_constraint_copy(spine_ik_constraint self, spine_skeleton skeleton) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_ik_constraint) &_self->copy(*((Skeleton *) skeleton));
}
void spine_ik_constraint_update(spine_ik_constraint self, spine_skeleton skeleton, spine_physics physics) {
IkConstraint *_self = (IkConstraint *) self;
_self->update(*((Skeleton *) skeleton), (Physics) physics);
}
void spine_ik_constraint_sort(spine_ik_constraint self, spine_skeleton skeleton) {
IkConstraint *_self = (IkConstraint *) self;
_self->sort(*((Skeleton *) skeleton));
}
bool spine_ik_constraint_is_source_active(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return _self->isSourceActive();
}
spine_array_bone_pose spine_ik_constraint_get_bones(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_array_bone_pose) &_self->getBones();
}
spine_bone spine_ik_constraint_get_target(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_bone) &_self->getTarget();
}
void spine_ik_constraint_set_target(spine_ik_constraint self, spine_bone inValue) {
IkConstraint *_self = (IkConstraint *) self;
_self->setTarget(*((Bone *) inValue));
}
void spine_ik_constraint_apply_1(spine_skeleton skeleton, spine_bone_pose bone, float targetX, float targetY, bool compress, bool stretch,
bool uniform, float mix) {
IkConstraint::apply(*((Skeleton *) skeleton), *((BonePose *) bone), targetX, targetY, compress, stretch, uniform, mix);
}
void spine_ik_constraint_apply_2(spine_skeleton skeleton, spine_bone_pose parent, spine_bone_pose child, float targetX, float targetY,
int bendDirection, bool stretch, bool uniform, float softness, float mix) {
IkConstraint::apply(*((Skeleton *) skeleton), *((BonePose *) parent), *((BonePose *) child), targetX, targetY, bendDirection, stretch, uniform,
softness, mix);
}
spine_ik_constraint_data spine_ik_constraint_get_data(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_ik_constraint_data) &_self->getData();
}
spine_ik_constraint_pose spine_ik_constraint_get_pose(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_ik_constraint_pose) &_self->getPose();
}
spine_ik_constraint_pose spine_ik_constraint_get_applied_pose(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return (spine_ik_constraint_pose) &_self->getAppliedPose();
}
void spine_ik_constraint_reset_constrained(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
_self->resetConstrained();
}
void spine_ik_constraint_constrained(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
_self->constrained();
}
bool spine_ik_constraint_is_pose_equal_to_applied(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return _self->isPoseEqualToApplied();
}
bool spine_ik_constraint_is_active(spine_ik_constraint self) {
IkConstraint *_self = (IkConstraint *) self;
return _self->isActive();
}
void spine_ik_constraint_set_active(spine_ik_constraint self, bool active) {
IkConstraint *_self = (IkConstraint *) self;
_self->setActive(active);
}
spine_rtti spine_ik_constraint_rtti(void) {
return (spine_rtti) &IkConstraint::rtti;
}