231 lines
8.2 KiB
Dart

//
// 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.
//
// AUTO GENERATED FILE, DO NOT EDIT.
import 'package:universal_ffi/ffi.dart';
import 'spine_dart_bindings_generated.dart';
import '../spine_bindings.dart';
import 'rtti.dart';
import 'bone_local.dart';
import 'physics.dart';
import 'skeleton.dart';
import 'update.dart';
/// The applied pose for a bone. This is the Bone pose with constraints applied
/// and the world transform computed by Skeleton::updateWorldTransform(Physics).
class BonePose extends BoneLocal implements Update {
final Pointer<spine_bone_pose_wrapper> _ptr;
BonePose.fromPointer(this._ptr) : super.fromPointer(SpineBindings.bindings.spine_bone_pose_cast_to_bone_local(_ptr));
/// Get the native pointer for FFI calls
@override
Pointer get nativePtr => _ptr;
factory BonePose() {
final ptr = SpineBindings.bindings.spine_bone_pose_create();
return BonePose.fromPointer(ptr);
}
@override
void dispose() {
SpineBindings.bindings.spine_bone_pose_dispose(_ptr);
}
@override
Rtti get rtti {
final result = SpineBindings.bindings.spine_bone_pose_get_rtti(_ptr);
return Rtti.fromPointer(result);
}
/// Called by Skeleton::updateCache() to compute the world transform, if
/// needed.
@override
void update(Skeleton skeleton, Physics physics) {
SpineBindings.bindings.spine_bone_pose_update(_ptr, skeleton.nativePtr.cast(), physics.value);
}
/// Computes the world transform using the parent bone's applied pose and this
/// pose. Child bones are not updated.
///
/// See World transforms in the Spine Runtimes Guide.
void updateWorldTransform(Skeleton skeleton) {
SpineBindings.bindings.spine_bone_pose_update_world_transform(_ptr, skeleton.nativePtr.cast());
}
/// Computes the local transform values from the world transform.
///
/// If the world transform is modified (by a constraint, rotateWorld(), etc)
/// then this method should be called so the local transform matches the world
/// transform. The local transform may be needed by other code (eg to apply
/// another constraint).
///
/// Some information is ambiguous in the world transform, such as -1,-1 scale
/// versus 180 rotation. The local transform after calling this method is
/// equivalent to the local transform used to compute the world transform, but
/// may not be identical.
void updateLocalTransform(Skeleton skeleton) {
SpineBindings.bindings.spine_bone_pose_update_local_transform(_ptr, skeleton.nativePtr.cast());
}
/// If the world transform has been modified and the local transform no longer
/// matches, updateLocalTransform() is called.
void validateLocalTransform(Skeleton skeleton) {
SpineBindings.bindings.spine_bone_pose_validate_local_transform(_ptr, skeleton.nativePtr.cast());
}
void modifyLocal(Skeleton skeleton) {
SpineBindings.bindings.spine_bone_pose_modify_local(_ptr, skeleton.nativePtr.cast());
}
void modifyWorld(int update) {
SpineBindings.bindings.spine_bone_pose_modify_world(_ptr, update);
}
void resetWorld(int update) {
SpineBindings.bindings.spine_bone_pose_reset_world(_ptr, update);
}
/// Part of the world transform matrix for the X axis. If changed,
/// updateLocalTransform() should be called.
double get a {
final result = SpineBindings.bindings.spine_bone_pose_get_a(_ptr);
return result;
}
set a(double value) {
SpineBindings.bindings.spine_bone_pose_set_a(_ptr, value);
}
/// Part of the world transform matrix for the Y axis. If changed,
/// updateLocalTransform() should be called.
double get b {
final result = SpineBindings.bindings.spine_bone_pose_get_b(_ptr);
return result;
}
set b(double value) {
SpineBindings.bindings.spine_bone_pose_set_b(_ptr, value);
}
/// Part of the world transform matrix for the X axis. If changed,
/// updateLocalTransform() should be called.
double get c {
final result = SpineBindings.bindings.spine_bone_pose_get_c(_ptr);
return result;
}
set c(double value) {
SpineBindings.bindings.spine_bone_pose_set_c(_ptr, value);
}
/// Part of the world transform matrix for the Y axis. If changed,
/// updateLocalTransform() should be called.
double get d {
final result = SpineBindings.bindings.spine_bone_pose_get_d(_ptr);
return result;
}
set d(double value) {
SpineBindings.bindings.spine_bone_pose_set_d(_ptr, value);
}
/// The world X position. If changed, updateLocalTransform() should be called.
double get worldX {
final result = SpineBindings.bindings.spine_bone_pose_get_world_x(_ptr);
return result;
}
set worldX(double value) {
SpineBindings.bindings.spine_bone_pose_set_world_x(_ptr, value);
}
/// The world Y position. If changed, updateLocalTransform() should be called.
double get worldY {
final result = SpineBindings.bindings.spine_bone_pose_get_world_y(_ptr);
return result;
}
set worldY(double value) {
SpineBindings.bindings.spine_bone_pose_set_world_y(_ptr, value);
}
/// The world rotation for the X axis, calculated using a and c.
double get worldRotationX {
final result = SpineBindings.bindings.spine_bone_pose_get_world_rotation_x(_ptr);
return result;
}
/// The world rotation for the Y axis, calculated using b and d.
double get worldRotationY {
final result = SpineBindings.bindings.spine_bone_pose_get_world_rotation_y(_ptr);
return result;
}
/// The magnitude (always positive) of the world scale X, calculated using a
/// and c.
double get worldScaleX {
final result = SpineBindings.bindings.spine_bone_pose_get_world_scale_x(_ptr);
return result;
}
/// The magnitude (always positive) of the world scale Y, calculated using b
/// and d.
double get worldScaleY {
final result = SpineBindings.bindings.spine_bone_pose_get_world_scale_y(_ptr);
return result;
}
/// Transforms a world rotation to a local rotation.
double worldToLocalRotation(double worldRotation) {
final result = SpineBindings.bindings.spine_bone_pose_world_to_local_rotation(_ptr, worldRotation);
return result;
}
/// Transforms a local rotation to a world rotation.
double localToWorldRotation(double localRotation) {
final result = SpineBindings.bindings.spine_bone_pose_local_to_world_rotation(_ptr, localRotation);
return result;
}
/// Rotates the world transform the specified amount.
///
/// After changes are made to the world transform, updateLocalTransform()
/// should be called on this bone and any child bones, recursively.
void rotateWorld(double degrees) {
SpineBindings.bindings.spine_bone_pose_rotate_world(_ptr, degrees);
}
static Rtti rttiStatic() {
final result = SpineBindings.bindings.spine_bone_pose_rtti();
return Rtti.fromPointer(result);
}
}