TransformConstraintData.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_TransformConstraintData_h
#define Spine_TransformConstraintData_h
#include <spine/Vector.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/ConstraintData.h>
namespace spine {
class BoneData;
class SP_API TransformConstraintData : public ConstraintData {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class TransformConstraint;
friend class Skeleton;
friend class TransformConstraintTimeline;
public:
explicit TransformConstraintData(const String& name);
Vector<BoneData*>& getBones();
BoneData* getTarget();
float getRotateMix();
float getTranslateMix();
float getScaleMix();
float getShearMix();
float getOffsetRotation();
float getOffsetX();
float getOffsetY();
float getOffsetScaleX();
float getOffsetScaleY();
float getOffsetShearY();
bool isRelative();
bool isLocal();
private:
Vector<BoneData*> _bones;
BoneData* _target;
float _rotateMix, _translateMix, _scaleMix, _shearMix;
float _offsetRotation, _offsetX, _offsetY, _offsetScaleX, _offsetScaleY, _offsetShearY;
bool _relative, _local;
};
}
#endif /* Spine_TransformConstraintData_h */