/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ import Foundation import SpineC // MARK: - BonePose Extensions extension BonePose { /// Transform world coordinates to local coordinates public func worldToLocal(worldX: Float, worldY: Float) -> Vector { let output = ArrayFloat() spine_bone_pose_world_to_local_v( _ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), worldX, worldY, output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self)) let vector = Vector(x: output[0], y: output[1]) return vector } /// Transform local coordinates to world coordinates public func localToWorld(localX: Float, localY: Float) -> Vector { let output = ArrayFloat() spine_bone_pose_local_to_world_v( _ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), localX, localY, output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self)) let vector = Vector(x: output[0], y: output[1]) return vector } /// Transform world coordinates to parent coordinates public func worldToParent(worldX: Float, worldY: Float) -> Vector { let output = ArrayFloat() spine_bone_pose_world_to_parent_v( _ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), worldX, worldY, output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self)) let vector = Vector(x: output[0], y: output[1]) return vector } /// Transform parent coordinates to world coordinates public func parentToWorld(parentX: Float, parentY: Float) -> Vector { let output = ArrayFloat() spine_bone_pose_parent_to_world_v( _ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self), parentX, parentY, output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self)) let vector = Vector(x: output[0], y: output[1]) return vector } }