/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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_BoneData_h #define Spine_BoneData_h #include #include #include namespace spine { class SP_API BoneData : public SpineObject { friend class SkeletonBinary; friend class SkeletonJson; friend class AnimationState; friend class RotateTimeline; friend class ScaleTimeline; friend class ShearTimeline; friend class TranslateTimeline; public: BoneData(int index, const String &name, BoneData *parent = NULL); /// The index of the bone in Skeleton.Bones int getIndex(); /// The name of the bone, which is unique within the skeleton. const String &getName(); /// May be NULL. BoneData *getParent(); float getLength(); void setLength(float inValue); /// Local X translation. float getX(); void setX(float inValue); /// Local Y translation. float getY(); void setY(float inValue); /// Local rotation. float getRotation(); void setRotation(float inValue); /// Local scaleX. float getScaleX(); void setScaleX(float inValue); /// Local scaleY. float getScaleY(); void setScaleY(float inValue); /// Local shearX. float getShearX(); void setShearX(float inValue); /// Local shearY. float getShearY(); void setShearY(float inValue); /// The transform mode for how parent world transforms affect this bone. TransformMode getTransformMode(); void setTransformMode(TransformMode inValue); bool isSkinRequired(); void setSkinRequired(bool inValue); private: const int _index; const String _name; BoneData *_parent; float _length; float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY; TransformMode _transformMode; bool _skinRequired; }; } #endif /* Spine_BoneData_h */