TransformConstraint.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* 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.
*****************************************************************************/
#ifndef Spine_TransformConstraint_h
#define Spine_TransformConstraint_h
#include <spine/ConstraintData.h>
#include <spine/Vector.h>
namespace spine {
class TransformConstraintData;
class Skeleton;
class Bone;
class SP_API TransformConstraint : public Updatable {
friend class Skeleton;
friend class TransformConstraintTimeline;
RTTI_DECL
public:
TransformConstraint(TransformConstraintData& data, Skeleton& skeleton);
void apply();
virtual void update();
virtual int getOrder();
TransformConstraintData& getData();
Vector<Bone*>& getBones();
Bone* getTarget();
void setTarget(Bone* inValue);
float getRotateMix();
void setRotateMix(float inValue);
float getTranslateMix();
void setTranslateMix(float inValue);
float getScaleMix();
void setScaleMix(float inValue);
float getShearMix();
void setShearMix(float inValue);
bool isActive();
void setActive(bool inValue);
private:
TransformConstraintData& _data;
Vector<Bone*> _bones;
Bone* _target;
float _rotateMix, _translateMix, _scaleMix, _shearMix;
bool _active;
void applyAbsoluteWorld();
void applyRelativeWorld();
void applyAbsoluteLocal();
void applyRelativeLocal();
};
}
#endif /* Spine_TransformConstraint_h */