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SpineParticlesWeb/DateToSpine/third_party/spine-runtimes/4.3/spine-cpp/include/spine/Posed.h
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/******************************************************************************
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*
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#ifndef Spine_Posed_h
#define Spine_Posed_h
#include <spine/SpineObject.h>
namespace spine {
/// Base interface for posed objects.
class SP_API Posed {
public:
Posed() {
}
virtual ~Posed() {
}
virtual void constrained() = 0;
virtual void resetConstrained() = 0;
virtual bool isPoseEqualToApplied() = 0;
protected:
virtual void setupPose() = 0;
virtual void unconstrained() = 0;
};
/// The base class for an object with a number of poses:
/// - getData(): The setup pose data.
/// - getPose(): The unconstrained pose. Set by animations and application code.
/// - getAppliedPose(): The pose to use for rendering. Possibly modified by constraints.
template<class D, class P, class A>
class PosedGeneric : public Posed, public SpineObject {
friend class AnimationState;
friend class BoneTimeline1;
friend class BoneTimeline2;
friend class RotateTimeline;
friend class IkConstraint;
friend class TransformConstraint;
friend class VertexAttachment;
friend class PathConstraint;
friend class PhysicsConstraint;
friend class Skeleton;
friend class RegionAttachment;
friend class PointAttachment;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class ScaleTimeline;
friend class ScaleXTimeline;
friend class ScaleYTimeline;
friend class ShearTimeline;
friend class ShearXTimeline;
friend class ShearYTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class InheritTimeline;
friend class Skeleton;
public:
PosedGeneric(D &data) : _data(data), _pose(), _constrainedPose(), _appliedPose(&_pose) {
setupPose();
}
virtual ~PosedGeneric() {
}
/// The setup pose data. May be shared with multiple instances.
D &getData() {
return _data;
}
/// The unconstrained pose for this object, set by animations and application code.
P &getPose() {
return _pose;
}
/// The pose to use for rendering. If no constraints modify this pose, this is the same as getPose(). Otherwise it is a
/// copy of getPose() modified by constraints.
A &getAppliedPose() {
return *_appliedPose;
}
/// Sets the constrained pose to the unconstrained pose, as a starting point for constraints to be applied.
virtual void resetConstrained() override {
_constrainedPose.set(_pose);
}
/// Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints.
virtual void constrained() override {
_appliedPose = &_constrainedPose;
}
virtual bool isPoseEqualToApplied() override {
return _appliedPose == &_pose;
}
protected:
/// Sets the applied pose to the unconstrained pose, for when no constraints will modify the pose.
virtual void unconstrained() override {
_appliedPose = &_pose;
}
/// Sets the unconstrained pose to the setup pose.
virtual void setupPose() override {
_pose.set(_data.getSetupPose());
}
protected:
D &_data;
A _pose; ///< Stored as A type (concrete pose type) to match Java behavior
A _constrainedPose;///< Stored as A type (concrete pose type) to match Java behavior
A *_appliedPose; ///< Points to either _pose or _constrainedPose, reassignable like Java
};
}// namespace spine
#endif /* Spine_Posed_h */