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Skeleton.h
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Skeleton.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.
*****************************************************************************/
#ifndef SPINE_SKELETON_H_
#define SPINE_SKELETON_H_
#include <spine/dll.h>
#include <spine/SkeletonData.h>
#include <spine/Slot.h>
#include <spine/Skin.h>
#include <spine/IkConstraint.h>
#include <spine/TransformConstraint.h>
#include <spine/PathConstraint.h>
#include <spine/PhysicsConstraint.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct spSkeleton {
spSkeletonData *data;
int bonesCount;
spBone **bones;
spBone *root;
int slotsCount;
spSlot **slots;
spSlot **drawOrder;
int ikConstraintsCount;
spIkConstraint **ikConstraints;
int transformConstraintsCount;
spTransformConstraint **transformConstraints;
int pathConstraintsCount;
spPathConstraint **pathConstraints;
int physicsConstraintsCount;
spPhysicsConstraint **physicsConstraints;
spSkin *skin;
spColor color;
float scaleX, scaleY;
float x, y;
float time;
} spSkeleton;
SP_API spSkeleton *spSkeleton_create(spSkeletonData *data);
SP_API void spSkeleton_dispose(spSkeleton *self);
/* Caches information about bones and constraints. Must be called if bones or constraints, or weighted path attachments
* are added or removed. */
SP_API void spSkeleton_updateCache(spSkeleton *self);
SP_API void spSkeleton_updateWorldTransform(const spSkeleton *self, spPhysics physics);
SP_API void spSkeleton_update(spSkeleton *self, float delta);
/* Sets the bones, constraints, and slots to their setup pose values. */
SP_API void spSkeleton_setToSetupPose(const spSkeleton *self);
/* Sets the bones and constraints to their setup pose values. */
SP_API void spSkeleton_setBonesToSetupPose(const spSkeleton *self);
SP_API void spSkeleton_setSlotsToSetupPose(const spSkeleton *self);
/* Returns 0 if the bone was not found. */
SP_API spBone *spSkeleton_findBone(const spSkeleton *self, const char *boneName);
/* Returns 0 if the slot was not found. */
SP_API spSlot *spSkeleton_findSlot(const spSkeleton *self, const char *slotName);
/* Sets the skin used to look up attachments before looking in the SkeletonData defaultSkin. Attachments from the new skin are
* attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode
* attachment is attached from the new skin.
* @param skin May be 0.*/
SP_API void spSkeleton_setSkin(spSkeleton *self, spSkin *skin);
/* Returns 0 if the skin was not found. See spSkeleton_setSkin.
* @param skinName May be 0. */
SP_API int spSkeleton_setSkinByName(spSkeleton *self, const char *skinName);
/* Returns 0 if the slot or attachment was not found. */
SP_API spAttachment *
spSkeleton_getAttachmentForSlotName(const spSkeleton *self, const char *slotName, const char *attachmentName);
/* Returns 0 if the slot or attachment was not found. */
SP_API spAttachment *
spSkeleton_getAttachmentForSlotIndex(const spSkeleton *self, int slotIndex, const char *attachmentName);
/* Returns 0 if the slot or attachment was not found.
* @param attachmentName May be 0. */
SP_API int spSkeleton_setAttachment(spSkeleton *self, const char *slotName, const char *attachmentName);
/* Returns 0 if the IK constraint was not found. */
SP_API spIkConstraint *spSkeleton_findIkConstraint(const spSkeleton *self, const char *constraintName);
/* Returns 0 if the transform constraint was not found. */
SP_API spTransformConstraint *spSkeleton_findTransformConstraint(const spSkeleton *self, const char *constraintName);
/* Returns 0 if the path constraint was not found. */
SP_API spPathConstraint *spSkeleton_findPathConstraint(const spSkeleton *self, const char *constraintName);
/* Returns 0 if the physics constraint was not found. */
SP_API spPhysicsConstraint *spSkeleton_findPhysicsConstraint(const spSkeleton *self, const char *constraintName);
SP_API void spSkeleton_physicsTranslate(spSkeleton *self, float x, float y);
SP_API void spSkeleton_physicsRotate(spSkeleton *self, float x, float y, float degrees);
#ifdef __cplusplus
}
#endif
#endif /* SPINE_SKELETON_H_*/