mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
231 lines
8.2 KiB
Dart
231 lines
8.2 KiB
Dart
//
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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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// AUTO GENERATED FILE, DO NOT EDIT.
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import 'package:universal_ffi/ffi.dart';
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import 'spine_dart_bindings_generated.dart';
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import '../spine_bindings.dart';
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import 'rtti.dart';
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import 'bone_local.dart';
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import 'physics.dart';
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import 'skeleton.dart';
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import 'update.dart';
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/// The applied pose for a bone. This is the Bone pose with constraints applied
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/// and the world transform computed by Skeleton::updateWorldTransform(Physics).
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class BonePose extends BoneLocal implements Update {
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final Pointer<spine_bone_pose_wrapper> _ptr;
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BonePose.fromPointer(this._ptr) : super.fromPointer(SpineBindings.bindings.spine_bone_pose_cast_to_bone_local(_ptr));
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/// Get the native pointer for FFI calls
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@override
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Pointer get nativePtr => _ptr;
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factory BonePose() {
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final ptr = SpineBindings.bindings.spine_bone_pose_create();
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return BonePose.fromPointer(ptr);
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}
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@override
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void dispose() {
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SpineBindings.bindings.spine_bone_pose_dispose(_ptr);
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}
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@override
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Rtti get rtti {
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final result = SpineBindings.bindings.spine_bone_pose_get_rtti(_ptr);
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return Rtti.fromPointer(result);
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}
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/// Called by Skeleton::updateCache() to compute the world transform, if
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/// needed.
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@override
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void update(Skeleton skeleton, Physics physics) {
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SpineBindings.bindings.spine_bone_pose_update(_ptr, skeleton.nativePtr.cast(), physics.value);
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}
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/// Computes the world transform using the parent bone's applied pose and this
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/// pose. Child bones are not updated.
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///
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/// See World transforms in the Spine Runtimes Guide.
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void updateWorldTransform(Skeleton skeleton) {
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SpineBindings.bindings.spine_bone_pose_update_world_transform(_ptr, skeleton.nativePtr.cast());
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}
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/// Computes the local transform values from the world transform.
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///
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/// If the world transform is modified (by a constraint, rotateWorld(), etc)
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/// then this method should be called so the local transform matches the world
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/// transform. The local transform may be needed by other code (eg to apply
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/// another constraint).
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///
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/// Some information is ambiguous in the world transform, such as -1,-1 scale
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/// versus 180 rotation. The local transform after calling this method is
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/// equivalent to the local transform used to compute the world transform, but
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/// may not be identical.
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void updateLocalTransform(Skeleton skeleton) {
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SpineBindings.bindings.spine_bone_pose_update_local_transform(_ptr, skeleton.nativePtr.cast());
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}
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/// If the world transform has been modified and the local transform no longer
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/// matches, updateLocalTransform() is called.
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void validateLocalTransform(Skeleton skeleton) {
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SpineBindings.bindings.spine_bone_pose_validate_local_transform(_ptr, skeleton.nativePtr.cast());
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}
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void modifyLocal(Skeleton skeleton) {
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SpineBindings.bindings.spine_bone_pose_modify_local(_ptr, skeleton.nativePtr.cast());
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}
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void modifyWorld(int update) {
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SpineBindings.bindings.spine_bone_pose_modify_world(_ptr, update);
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}
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void resetWorld(int update) {
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SpineBindings.bindings.spine_bone_pose_reset_world(_ptr, update);
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}
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/// Part of the world transform matrix for the X axis. If changed,
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/// updateLocalTransform() should be called.
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double get a {
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final result = SpineBindings.bindings.spine_bone_pose_get_a(_ptr);
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return result;
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}
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set a(double value) {
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SpineBindings.bindings.spine_bone_pose_set_a(_ptr, value);
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}
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/// Part of the world transform matrix for the Y axis. If changed,
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/// updateLocalTransform() should be called.
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double get b {
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final result = SpineBindings.bindings.spine_bone_pose_get_b(_ptr);
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return result;
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}
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set b(double value) {
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SpineBindings.bindings.spine_bone_pose_set_b(_ptr, value);
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}
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/// Part of the world transform matrix for the X axis. If changed,
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/// updateLocalTransform() should be called.
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double get c {
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final result = SpineBindings.bindings.spine_bone_pose_get_c(_ptr);
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return result;
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}
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set c(double value) {
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SpineBindings.bindings.spine_bone_pose_set_c(_ptr, value);
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}
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/// Part of the world transform matrix for the Y axis. If changed,
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/// updateLocalTransform() should be called.
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double get d {
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final result = SpineBindings.bindings.spine_bone_pose_get_d(_ptr);
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return result;
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}
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set d(double value) {
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SpineBindings.bindings.spine_bone_pose_set_d(_ptr, value);
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}
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/// The world X position. If changed, updateLocalTransform() should be called.
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double get worldX {
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final result = SpineBindings.bindings.spine_bone_pose_get_world_x(_ptr);
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return result;
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}
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set worldX(double value) {
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SpineBindings.bindings.spine_bone_pose_set_world_x(_ptr, value);
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}
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/// The world Y position. If changed, updateLocalTransform() should be called.
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double get worldY {
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final result = SpineBindings.bindings.spine_bone_pose_get_world_y(_ptr);
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return result;
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}
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set worldY(double value) {
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SpineBindings.bindings.spine_bone_pose_set_world_y(_ptr, value);
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}
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/// The world rotation for the X axis, calculated using a and c.
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double get worldRotationX {
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final result = SpineBindings.bindings.spine_bone_pose_get_world_rotation_x(_ptr);
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return result;
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}
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/// The world rotation for the Y axis, calculated using b and d.
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double get worldRotationY {
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final result = SpineBindings.bindings.spine_bone_pose_get_world_rotation_y(_ptr);
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return result;
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}
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/// The magnitude (always positive) of the world scale X, calculated using a
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/// and c.
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double get worldScaleX {
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final result = SpineBindings.bindings.spine_bone_pose_get_world_scale_x(_ptr);
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return result;
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}
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/// The magnitude (always positive) of the world scale Y, calculated using b
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/// and d.
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double get worldScaleY {
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final result = SpineBindings.bindings.spine_bone_pose_get_world_scale_y(_ptr);
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return result;
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}
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/// Transforms a world rotation to a local rotation.
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double worldToLocalRotation(double worldRotation) {
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final result = SpineBindings.bindings.spine_bone_pose_world_to_local_rotation(_ptr, worldRotation);
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return result;
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}
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/// Transforms a local rotation to a world rotation.
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double localToWorldRotation(double localRotation) {
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final result = SpineBindings.bindings.spine_bone_pose_local_to_world_rotation(_ptr, localRotation);
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return result;
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}
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/// Rotates the world transform the specified amount.
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///
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/// After changes are made to the world transform, updateLocalTransform()
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/// should be called on this bone and any child bones, recursively.
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void rotateWorld(double degrees) {
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SpineBindings.bindings.spine_bone_pose_rotate_world(_ptr, degrees);
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}
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static Rtti rttiStatic() {
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final result = SpineBindings.bindings.spine_bone_pose_rtti();
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return Rtti.fromPointer(result);
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}
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}
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