101 lines
4.2 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 'arrays.dart';
import 'bone.dart';
import 'bone_pose.dart';
import 'ik_constraint_base.dart';
import 'ik_constraint_data.dart';
import 'skeleton.dart';
/// IkConstraint wrapper
class IkConstraint extends IkConstraintBase {
final Pointer<spine_ik_constraint_wrapper> _ptr;
IkConstraint.fromPointer(this._ptr)
: super.fromPointer(SpineBindings.bindings.spine_ik_constraint_cast_to_ik_constraint_base(_ptr));
/// Get the native pointer for FFI calls
@override
Pointer get nativePtr => _ptr;
factory IkConstraint(IkConstraintData data, Skeleton skeleton) {
final ptr = SpineBindings.bindings.spine_ik_constraint_create(data.nativePtr.cast(), skeleton.nativePtr.cast());
return IkConstraint.fromPointer(ptr);
}
@override
void dispose() {
SpineBindings.bindings.spine_ik_constraint_dispose(_ptr);
}
IkConstraint copy(Skeleton skeleton) {
final result = SpineBindings.bindings.spine_ik_constraint_copy(_ptr, skeleton.nativePtr.cast());
return IkConstraint.fromPointer(result);
}
ArrayBonePose get bones {
final result = SpineBindings.bindings.spine_ik_constraint_get_bones(_ptr);
return ArrayBonePose.fromPointer(result);
}
Bone get target {
final result = SpineBindings.bindings.spine_ik_constraint_get_target(_ptr);
return Bone.fromPointer(result);
}
set target(Bone value) {
SpineBindings.bindings.spine_ik_constraint_set_target(_ptr, value.nativePtr.cast());
}
/// Adjusts the bone rotation so the tip is as close to the target position as
/// possible. The target is specified in the world coordinate system.
static void apply(Skeleton skeleton, BonePose bone, double targetX, double targetY, bool compress, bool stretch,
bool uniform, double mix) {
SpineBindings.bindings.spine_ik_constraint_apply_1(
skeleton.nativePtr.cast(), bone.nativePtr.cast(), targetX, targetY, compress, stretch, uniform, mix);
}
/// Adjusts the parent and child bone rotations so the tip of the child is as
/// close to the target position as possible. The target is specified in the
/// world coordinate system.
///
/// [child] A direct descendant of the parent bone.
static void apply2(Skeleton skeleton, BonePose parent, BonePose child, double targetX, double targetY,
int bendDirection, bool stretch, bool uniform, double softness, double mix) {
SpineBindings.bindings.spine_ik_constraint_apply_2(skeleton.nativePtr.cast(), parent.nativePtr.cast(),
child.nativePtr.cast(), targetX, targetY, bendDirection, stretch, uniform, softness, mix);
}
}