/****************************************************************************** * 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. *****************************************************************************/ #pragma once #include "SpineCommon.h" #include "SpineConstant.h" #include class SpineSprite; class SpineSkeleton; class SpineBonePose : public SpineObjectWrapper { GDCLASS(SpineBonePose, SpineObjectWrapper) protected: static void _bind_methods(); public: // Can be used by both SpineSprite and SpineSkeletonDataResource void set_spine_object(void *owner, spine::BonePose *object) { _set_spine_object_internal(owner, object); } spine::BonePose *get_spine_object() { return (spine::BonePose *) _get_spine_object_internal(); } // BoneLocal properties (inherited) float get_x(); void set_x(float v); float get_y(); void set_y(float v); float get_rotation(); void set_rotation(float v); float get_scale_x(); void set_scale_x(float v); float get_scale_y(); void set_scale_y(float v); float get_shear_x(); void set_shear_x(float v); float get_shear_y(); void set_shear_y(float v); SpineConstant::Inherit get_inherit(); void set_inherit(SpineConstant::Inherit inherit); // BonePose specific properties float get_a(); void set_a(float v); float get_b(); void set_b(float v); float get_c(); void set_c(float v); float get_d(); void set_d(float v); float get_world_x(); void set_world_x(float v); float get_world_y(); void set_world_y(float v); float get_world_rotation_x(); float get_world_rotation_y(); float get_world_scale_x(); float get_world_scale_y(); // Transformation methods Vector2 world_to_local(Vector2 world_position); Vector2 local_to_world(Vector2 local_position); Vector2 world_to_parent(Vector2 world_position); Vector2 parent_to_world(Vector2 parent_position); float world_to_local_rotation(float world_rotation); float local_to_world_rotation(float local_rotation); void rotate_world(float degrees); // Update methods void update_world_transform(Ref skeleton); void update_local_transform(Ref skeleton); };