2022-06-25 00:23:03 +08:00

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C++

/******************************************************************************
* 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 <spine/TransformMode.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
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 */