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ios/cocos2d/cocos/editor-support/spine/PathConstraint.h 3.65 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * 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
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   *
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   * 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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   *****************************************************************************/
  
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  #ifndef Spine_PathConstraint_h
  #define Spine_PathConstraint_h
  
  #include <spine/ConstraintData.h>
  
  #include <spine/Vector.h>
  
  namespace spine {
  	class PathConstraintData;
  	class Skeleton;
  	class PathAttachment;
  	class Bone;
  	class Slot;
  
  	class SP_API PathConstraint : public Updatable {
  		friend class Skeleton;
  		friend class PathConstraintMixTimeline;
  		friend class PathConstraintPositionTimeline;
  		friend class PathConstraintSpacingTimeline;
  
  		RTTI_DECL
  
  	public:
  		PathConstraint(PathConstraintData& data, Skeleton& skeleton);
  
  		/// Applies the constraint to the constrained bones.
  		void apply();
  
  		virtual void update();
  
  		virtual int getOrder();
  
  		float getPosition();
  		void setPosition(float inValue);
  
  		float getSpacing();
  		void setSpacing(float inValue);
  
  		float getRotateMix();
  		void setRotateMix(float inValue);
  
  		float getTranslateMix();
  		void setTranslateMix(float inValue);
  
  		Vector<Bone*>& getBones();
  
  		Slot* getTarget();
  		void setTarget(Slot* inValue);
  
  		PathConstraintData& getData();
  
  		bool isActive();
  
  		void setActive(bool inValue);
  
  	private:
  		static const float EPSILON;
  		static const int NONE;
  		static const int BEFORE;
  		static const int AFTER;
  
  		PathConstraintData& _data;
  		Vector<Bone*> _bones;
  		Slot* _target;
  		float _position, _spacing, _rotateMix, _translateMix;
  
  		Vector<float> _spaces;
  		Vector<float> _positions;
  		Vector<float> _world;
  		Vector<float> _curves;
  		Vector<float> _lengths;
  		Vector<float> _segments;
  
  		bool _active;
  
  		Vector<float>& computeWorldPositions(PathAttachment& path, int spacesCount, bool tangents, bool percentPosition, bool percentSpacing);
  
  		static void addBeforePosition(float p, Vector<float>& temp, int i, Vector<float>& output, int o);
  
  		static void addAfterPosition(float p, Vector<float>& temp, int i, Vector<float>& output, int o);
  
  		static void addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, Vector<float>& output, int o, bool tangents);
  	};
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  }
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  #endif /* Spine_PathConstraint_h */