// 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 @objc(SpineBonePose) @objcMembers public final class BonePose: BoneLocal, Update { internal let wrappee: spine_bone_pose internal init(_ wrappee: spine_bone_pose) { self.wrappee = wrappee super.init(wrappee) } public convenience init() { let ptr = spine_bone_pose_create() self.init(ptr) } public func getRtti() -> Rtti { let result = spine_bone_pose_get_rtti(wrappee) return Rtti(result) } public func update(skeleton: Skeleton, physics: Physics) { spine_bone_pose_update(wrappee, skeleton.wrappee, physics) } public func updateWorldTransform(skeleton: Skeleton) { spine_bone_pose_update_world_transform(wrappee, skeleton.wrappee) } public func updateLocalTransform(skeleton: Skeleton) { spine_bone_pose_update_local_transform(wrappee, skeleton.wrappee) } public func validateLocalTransform(skeleton: Skeleton) { spine_bone_pose_validate_local_transform(wrappee, skeleton.wrappee) } public func modifyLocal(skeleton: Skeleton) { spine_bone_pose_modify_local(wrappee, skeleton.wrappee) } public func modifyWorld(update: Int32) { spine_bone_pose_modify_world(wrappee, update) } public func resetWorld(update: Int32) { spine_bone_pose_reset_world(wrappee, update) } public func getA() -> Float { return spine_bone_pose_get_a(wrappee) } public func setA(a: Float) { spine_bone_pose_set_a(wrappee, a) } public func getB() -> Float { return spine_bone_pose_get_b(wrappee) } public func setB(b: Float) { spine_bone_pose_set_b(wrappee, b) } public func getC() -> Float { return spine_bone_pose_get_c(wrappee) } public func setC(c: Float) { spine_bone_pose_set_c(wrappee, c) } public func getD() -> Float { return spine_bone_pose_get_d(wrappee) } public func setD(d: Float) { spine_bone_pose_set_d(wrappee, d) } public func getWorldX() -> Float { return spine_bone_pose_get_world_x(wrappee) } public func setWorldX(worldX: Float) { spine_bone_pose_set_world_x(wrappee, worldX) } public func getWorldY() -> Float { return spine_bone_pose_get_world_y(wrappee) } public func setWorldY(worldY: Float) { spine_bone_pose_set_world_y(wrappee, worldY) } public func getWorldRotationX() -> Float { return spine_bone_pose_get_world_rotation_x(wrappee) } public func getWorldRotationY() -> Float { return spine_bone_pose_get_world_rotation_y(wrappee) } public func getWorldScaleX() -> Float { return spine_bone_pose_get_world_scale_x(wrappee) } public func getWorldScaleY() -> Float { return spine_bone_pose_get_world_scale_y(wrappee) } public func worldToLocal(worldX: Float, worldY: Float, outLocalX: UnsafeMutablePointer?, outLocalY: UnsafeMutablePointer?) { spine_bone_pose_world_to_local(wrappee, worldX, worldY, outLocalX, outLocalY) } public func localToWorld(localX: Float, localY: Float, outWorldX: UnsafeMutablePointer?, outWorldY: UnsafeMutablePointer?) { spine_bone_pose_local_to_world(wrappee, localX, localY, outWorldX, outWorldY) } public func worldToParent(worldX: Float, worldY: Float, outParentX: UnsafeMutablePointer?, outParentY: UnsafeMutablePointer?) { spine_bone_pose_world_to_parent(wrappee, worldX, worldY, outParentX, outParentY) } public func parentToWorld(parentX: Float, parentY: Float, outWorldX: UnsafeMutablePointer?, outWorldY: UnsafeMutablePointer?) { spine_bone_pose_parent_to_world(wrappee, parentX, parentY, outWorldX, outWorldY) } public func worldToLocalRotation(worldRotation: Float) -> Float { return spine_bone_pose_world_to_local_rotation(wrappee, worldRotation) } public func localToWorldRotation(localRotation: Float) -> Float { return spine_bone_pose_local_to_world_rotation(wrappee, localRotation) } public func rotateWorld(degrees: Float) { spine_bone_pose_rotate_world(wrappee, degrees) } public func set(pose: BoneLocal) { spine_bone_pose_set(wrappee, pose.wrappee) } public func getX() -> Float { return spine_bone_pose_get_x(wrappee) } public func setX(x: Float) { spine_bone_pose_set_x(wrappee, x) } public func getY() -> Float { return spine_bone_pose_get_y(wrappee) } public func setY(y: Float) { spine_bone_pose_set_y(wrappee, y) } public func setPosition(x: Float, y: Float) { spine_bone_pose_set_position(wrappee, x, y) } public func getRotation() -> Float { return spine_bone_pose_get_rotation(wrappee) } public func setRotation(rotation: Float) { spine_bone_pose_set_rotation(wrappee, rotation) } public func getScaleX() -> Float { return spine_bone_pose_get_scale_x(wrappee) } public func setScaleX(scaleX: Float) { spine_bone_pose_set_scale_x(wrappee, scaleX) } public func getScaleY() -> Float { return spine_bone_pose_get_scale_y(wrappee) } public func setScaleY(scaleY: Float) { spine_bone_pose_set_scale_y(wrappee, scaleY) } public func setScale(scaleX: Float, scaleY: Float) { spine_bone_pose_set_scale_1(wrappee, scaleX, scaleY) } public func setScale(scale: Float) { spine_bone_pose_set_scale_2(wrappee, scale) } public func getShearX() -> Float { return spine_bone_pose_get_shear_x(wrappee) } public func setShearX(shearX: Float) { spine_bone_pose_set_shear_x(wrappee, shearX) } public func getShearY() -> Float { return spine_bone_pose_get_shear_y(wrappee) } public func setShearY(shearY: Float) { spine_bone_pose_set_shear_y(wrappee, shearY) } public func getInherit() -> Inherit { return spine_bone_pose_get_inherit(wrappee) } public func setInherit(inherit: Inherit) { spine_bone_pose_set_inherit(wrappee, inherit) } public func rtti() -> Rtti { let result = spine_bone_pose_rtti(wrappee) return Rtti(result) } deinit { spine_bone_pose_dispose(wrappee) } }