mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
160 lines
6.2 KiB
C++
160 lines
6.2 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpineIkConstraint.h"
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#include "SpineBone.h"
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#include "SpineCommon.h"
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#include "SpineSprite.h"
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void SpineIkConstraint::_bind_methods() {
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ClassDB::bind_method(D_METHOD("update"), &SpineIkConstraint::update);
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ClassDB::bind_method(D_METHOD("get_order"), &SpineIkConstraint::get_order);
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ClassDB::bind_method(D_METHOD("get_data"), &SpineIkConstraint::get_data);
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ClassDB::bind_method(D_METHOD("get_bones"), &SpineIkConstraint::get_bones);
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ClassDB::bind_method(D_METHOD("get_target"), &SpineIkConstraint::get_target);
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ClassDB::bind_method(D_METHOD("set_target", "v"), &SpineIkConstraint::set_target);
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ClassDB::bind_method(D_METHOD("get_bend_direction"), &SpineIkConstraint::get_bend_direction);
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ClassDB::bind_method(D_METHOD("set_bend_direction", "v"), &SpineIkConstraint::set_bend_direction);
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ClassDB::bind_method(D_METHOD("get_compress"), &SpineIkConstraint::get_compress);
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ClassDB::bind_method(D_METHOD("set_compress", "v"), &SpineIkConstraint::set_compress);
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ClassDB::bind_method(D_METHOD("get_stretch"), &SpineIkConstraint::get_stretch);
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ClassDB::bind_method(D_METHOD("set_stretch", "v"), &SpineIkConstraint::set_stretch);
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ClassDB::bind_method(D_METHOD("get_mix"), &SpineIkConstraint::get_mix);
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ClassDB::bind_method(D_METHOD("set_mix", "v"), &SpineIkConstraint::set_mix);
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ClassDB::bind_method(D_METHOD("get_softness"), &SpineIkConstraint::get_softness);
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ClassDB::bind_method(D_METHOD("set_softness", "v"), &SpineIkConstraint::set_softness);
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ClassDB::bind_method(D_METHOD("is_active"), &SpineIkConstraint::is_active);
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ClassDB::bind_method(D_METHOD("set_active", "v"), &SpineIkConstraint::set_active);
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}
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void SpineIkConstraint::update() {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->update(spine::Physics_Update);
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}
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int SpineIkConstraint::get_order() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getOrder();
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}
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Ref<SpineIkConstraintData> SpineIkConstraint::get_data() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &ik_constraint_data = get_spine_object()->getData();
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Ref<SpineIkConstraintData> ik_constraint_data_ref(memnew(SpineIkConstraintData));
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ik_constraint_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &ik_constraint_data);
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return ik_constraint_data_ref;
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}
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Array SpineIkConstraint::get_bones() {
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Array result;
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SPINE_CHECK(get_spine_object(), result)
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auto &bones = get_spine_object()->getBones();
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result.resize((int) bones.size());
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for (int i = 0; i < bones.size(); ++i) {
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auto bone = bones[i];
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(get_spine_owner(), bone);
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result[i] = bone_ref;
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}
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return result;
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}
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Ref<SpineBone> SpineIkConstraint::get_target() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto target = get_spine_object()->getTarget();
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if (!target) return nullptr;
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Ref<SpineBone> target_ref(memnew(SpineBone));
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target_ref->set_spine_object(get_spine_owner(), target);
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return target_ref;
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}
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void SpineIkConstraint::set_target(Ref<SpineBone> v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setTarget(v.is_valid() && v->get_spine_object() ? v->get_spine_object() : nullptr);
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}
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int SpineIkConstraint::get_bend_direction() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getBendDirection();
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}
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void SpineIkConstraint::set_bend_direction(int v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setBendDirection(v);
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}
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bool SpineIkConstraint::get_compress() {
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SPINE_CHECK(get_spine_object(), false)
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return get_spine_object()->getCompress();
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}
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void SpineIkConstraint::set_compress(bool v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setCompress(v);
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}
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bool SpineIkConstraint::get_stretch() {
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SPINE_CHECK(get_spine_object(), false)
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return get_spine_object()->getStretch();
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}
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void SpineIkConstraint::set_stretch(bool v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setStretch(v);
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}
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float SpineIkConstraint::get_mix() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getMix();
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}
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void SpineIkConstraint::set_mix(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setMix(v);
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}
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float SpineIkConstraint::get_softness() {
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SPINE_CHECK(get_spine_object(), 0)
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return get_spine_object()->getSoftness();
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}
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void SpineIkConstraint::set_softness(float v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setSoftness(v);
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}
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bool SpineIkConstraint::is_active() {
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SPINE_CHECK(get_spine_object(), false)
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return get_spine_object()->isActive();
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}
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void SpineIkConstraint::set_active(bool v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setActive(v);
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}
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