mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
101 lines
4.2 KiB
Dart
101 lines
4.2 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 'arrays.dart';
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import 'bone.dart';
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import 'bone_pose.dart';
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import 'ik_constraint_base.dart';
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import 'ik_constraint_data.dart';
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import 'skeleton.dart';
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/// IkConstraint wrapper
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class IkConstraint extends IkConstraintBase {
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final Pointer<spine_ik_constraint_wrapper> _ptr;
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IkConstraint.fromPointer(this._ptr)
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: super.fromPointer(SpineBindings.bindings.spine_ik_constraint_cast_to_ik_constraint_base(_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 IkConstraint(IkConstraintData data, Skeleton skeleton) {
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final ptr = SpineBindings.bindings.spine_ik_constraint_create(data.nativePtr.cast(), skeleton.nativePtr.cast());
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return IkConstraint.fromPointer(ptr);
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}
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@override
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void dispose() {
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SpineBindings.bindings.spine_ik_constraint_dispose(_ptr);
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}
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IkConstraint copy(Skeleton skeleton) {
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final result = SpineBindings.bindings.spine_ik_constraint_copy(_ptr, skeleton.nativePtr.cast());
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return IkConstraint.fromPointer(result);
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}
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ArrayBonePose get bones {
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final result = SpineBindings.bindings.spine_ik_constraint_get_bones(_ptr);
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return ArrayBonePose.fromPointer(result);
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}
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Bone get target {
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final result = SpineBindings.bindings.spine_ik_constraint_get_target(_ptr);
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return Bone.fromPointer(result);
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}
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set target(Bone value) {
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SpineBindings.bindings.spine_ik_constraint_set_target(_ptr, value.nativePtr.cast());
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}
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/// Adjusts the bone rotation so the tip is as close to the target position as
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/// possible. The target is specified in the world coordinate system.
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static void apply(Skeleton skeleton, BonePose bone, double targetX, double targetY, bool compress, bool stretch,
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bool uniform, double mix) {
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SpineBindings.bindings.spine_ik_constraint_apply_1(
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skeleton.nativePtr.cast(), bone.nativePtr.cast(), targetX, targetY, compress, stretch, uniform, mix);
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}
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/// Adjusts the parent and child bone rotations so the tip of the child is as
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/// close to the target position as possible. The target is specified in the
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/// world coordinate system.
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///
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/// [child] A direct descendant of the parent bone.
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static void apply2(Skeleton skeleton, BonePose parent, BonePose child, double targetX, double targetY,
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int bendDirection, bool stretch, bool uniform, double softness, double mix) {
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SpineBindings.bindings.spine_ik_constraint_apply_2(skeleton.nativePtr.cast(), parent.nativePtr.cast(),
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child.nativePtr.cast(), targetX, targetY, bendDirection, stretch, uniform, softness, mix);
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}
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}
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