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 */
