/****************************************************************************** * 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. *****************************************************************************/ #include "SpineBone.h" #include "SpineSprite.h" #include "SpineSkeleton.h" void SpineBone::_bind_methods() { ClassDB::bind_method(D_METHOD("update_world_transform"), &SpineBone::update_world_transform); ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineBone::set_to_setup_pose); ClassDB::bind_method(D_METHOD("world_to_local", "world_position"), &SpineBone::world_to_local); ClassDB::bind_method(D_METHOD("local_to_world", "local_position"), &SpineBone::local_to_world); ClassDB::bind_method(D_METHOD("world_to_local_rotation", "world_rotation"), &SpineBone::world_to_local_rotation); ClassDB::bind_method(D_METHOD("local_to_world_rotation", "local_rotation"), &SpineBone::local_to_world_rotation); ClassDB::bind_method(D_METHOD("rotate_world"), &SpineBone::rotate_world); ClassDB::bind_method(D_METHOD("get_world_to_local_rotation_x"), &SpineBone::get_world_to_local_rotation_x); ClassDB::bind_method(D_METHOD("get_world_to_local_rotation_y"), &SpineBone::get_world_to_local_rotation_y); ClassDB::bind_method(D_METHOD("get_data"), &SpineBone::get_data); ClassDB::bind_method(D_METHOD("get_skeleton"), &SpineBone::get_skeleton); ClassDB::bind_method(D_METHOD("get_parent"), &SpineBone::get_parent); ClassDB::bind_method(D_METHOD("get_children"), &SpineBone::get_children); ClassDB::bind_method(D_METHOD("get_x"), &SpineBone::get_x); ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineBone::set_x); ClassDB::bind_method(D_METHOD("get_y"), &SpineBone::get_y); ClassDB::bind_method(D_METHOD("set_y", "v"), &SpineBone::set_y); ClassDB::bind_method(D_METHOD("get_rotation"), &SpineBone::get_rotation); ClassDB::bind_method(D_METHOD("set_rotation", "v"), &SpineBone::set_rotation); ClassDB::bind_method(D_METHOD("get_scale_x"), &SpineBone::get_scale_x); ClassDB::bind_method(D_METHOD("set_scale_x", "v"), &SpineBone::set_scale_x); ClassDB::bind_method(D_METHOD("get_scale_y"), &SpineBone::get_scale_y); ClassDB::bind_method(D_METHOD("set_scale_y", "v"), &SpineBone::set_scale_y); ClassDB::bind_method(D_METHOD("get_shear_x"), &SpineBone::get_shear_x); ClassDB::bind_method(D_METHOD("set_shear_x", "v"), &SpineBone::set_shear_x); ClassDB::bind_method(D_METHOD("get_shear_y"), &SpineBone::get_shear_y); ClassDB::bind_method(D_METHOD("set_shear_y", "v"), &SpineBone::set_shear_y); ClassDB::bind_method(D_METHOD("get_applied_rotation"), &SpineBone::get_applied_rotation); ClassDB::bind_method(D_METHOD("set_applied_rotation", "v"), &SpineBone::set_applied_rotation); ClassDB::bind_method(D_METHOD("get_a_x"), &SpineBone::get_a_x); ClassDB::bind_method(D_METHOD("set_a_x", "v"), &SpineBone::set_a_x); ClassDB::bind_method(D_METHOD("get_a_y"), &SpineBone::get_a_y); ClassDB::bind_method(D_METHOD("set_a_y", "v"), &SpineBone::set_a_y); ClassDB::bind_method(D_METHOD("get_a_scale_x"), &SpineBone::get_a_scale_x); ClassDB::bind_method(D_METHOD("set_a_scale_x", "v"), &SpineBone::set_a_scale_x); ClassDB::bind_method(D_METHOD("get_a_scale_y"), &SpineBone::get_a_scale_y); ClassDB::bind_method(D_METHOD("set_a_scale_y", "v"), &SpineBone::set_a_scale_y); ClassDB::bind_method(D_METHOD("get_a_shear_x"), &SpineBone::get_a_shear_x); ClassDB::bind_method(D_METHOD("set_a_shear_x", "v"), &SpineBone::set_a_shear_x); ClassDB::bind_method(D_METHOD("get_a_shear_y"), &SpineBone::get_a_shear_y); ClassDB::bind_method(D_METHOD("set_a_shear_y", "v"), &SpineBone::set_a_shear_y); ClassDB::bind_method(D_METHOD("get_a"), &SpineBone::get_a); ClassDB::bind_method(D_METHOD("set_a", "v"), &SpineBone::set_a); ClassDB::bind_method(D_METHOD("get_b"), &SpineBone::get_b); ClassDB::bind_method(D_METHOD("set_b", "v"), &SpineBone::set_b); ClassDB::bind_method(D_METHOD("get_c"), &SpineBone::get_c); ClassDB::bind_method(D_METHOD("set_c", "v"), &SpineBone::set_c); ClassDB::bind_method(D_METHOD("get_d"), &SpineBone::get_d); ClassDB::bind_method(D_METHOD("set_d", "v"), &SpineBone::set_d); ClassDB::bind_method(D_METHOD("get_world_x"), &SpineBone::get_world_x); ClassDB::bind_method(D_METHOD("set_world_x", "v"), &SpineBone::set_world_x); ClassDB::bind_method(D_METHOD("get_world_y"), &SpineBone::get_world_y); ClassDB::bind_method(D_METHOD("set_world_y", "v"), &SpineBone::set_world_y); ClassDB::bind_method(D_METHOD("get_world_rotation_x"), &SpineBone::get_world_rotation_x); ClassDB::bind_method(D_METHOD("get_world_rotation_y"), &SpineBone::get_world_rotation_y); ClassDB::bind_method(D_METHOD("get_world_scale_x"), &SpineBone::get_world_scale_x); ClassDB::bind_method(D_METHOD("get_world_scale_y"), &SpineBone::get_world_scale_y); ClassDB::bind_method(D_METHOD("is_active"), &SpineBone::is_active); ClassDB::bind_method(D_METHOD("set_active", "v"), &SpineBone::set_active); ClassDB::bind_method(D_METHOD("get_godot_transform"), &SpineBone::get_godot_transform); ClassDB::bind_method(D_METHOD("set_godot_transform", "local_transform"), &SpineBone::set_godot_transform); ClassDB::bind_method(D_METHOD("get_godot_global_transform"), &SpineBone::get_godot_global_transform); ClassDB::bind_method(D_METHOD("set_godot_global_transform", "global_transform"), &SpineBone::set_godot_global_transform); ClassDB::bind_method(D_METHOD("apply_world_transform_2d", "node2d"), &SpineBone::apply_world_transform_2d); } SpineBone::SpineBone() : bone(nullptr), sprite(nullptr) {} SpineBone::~SpineBone() {} void SpineBone::set_spine_sprite(SpineSprite* sprite) { this->sprite = sprite; } void SpineBone::update_world_transform() { bone->updateWorldTransform(); } void SpineBone::set_to_setup_pose() { bone->setToSetupPose(); } Vector2 SpineBone::world_to_local(Vector2 world_position) { float x, y; bone->worldToLocal(world_position.x, world_position.y, x, y); return Vector2(x, y); } Vector2 SpineBone::local_to_world(Vector2 local_position) { float x, y; bone->localToWorld(local_position.x, local_position.y, x, y); return Vector2(x, y); } float SpineBone::world_to_local_rotation(float world_rotation) { return bone->worldToLocalRotation(world_rotation); } float SpineBone::local_to_world_rotation(float local_rotation) { return bone->localToWorldRotation(local_rotation); } void SpineBone::rotate_world(float degrees) { bone->rotateWorld(degrees); } float SpineBone::get_world_to_local_rotation_x() { return bone->getWorldToLocalRotationX(); } float SpineBone::get_world_to_local_rotation_y() { return bone->getWorldToLocalRotationY(); } Ref SpineBone::get_data() { auto &bd = bone->getData(); Ref gd_bd(memnew(SpineBoneData)); gd_bd->set_spine_object(&bd); return gd_bd; } Ref SpineBone::get_skeleton() { auto &s = bone->getSkeleton(); Ref gd_s(memnew(SpineSkeleton)); gd_s->set_spine_object(&s); gd_s->set_spine_sprite(sprite); return gd_s; } Ref SpineBone::get_parent() { auto b = bone->getParent(); if (b == NULL) return NULL; Ref gd_b(memnew(SpineBone)); gd_b->set_spine_object(b); gd_b->set_spine_sprite(sprite); return gd_b; } Array SpineBone::get_children() { auto bs = bone->getChildren(); Array gd_bs; gd_bs.resize(bs.size()); for (size_t i = 0; i < bs.size(); ++i) { auto b = bs[i]; if (b == NULL) gd_bs[i] = Ref(NULL); Ref gd_b(memnew(SpineBone)); gd_b->set_spine_object(b); gd_b->set_spine_sprite(sprite); gd_bs[i] = gd_b; } return gd_bs; } float SpineBone::get_x() { return bone->getX(); } void SpineBone::set_x(float v) { bone->setX(v); } float SpineBone::get_y() { return bone->getY(); } void SpineBone::set_y(float v) { bone->setY(v); } float SpineBone::get_rotation() { return bone->getRotation(); } void SpineBone::set_rotation(float v) { bone->setRotation(v); } float SpineBone::get_scale_x() { return bone->getScaleX(); } void SpineBone::set_scale_x(float v) { bone->setScaleX(v); } float SpineBone::get_scale_y() { return bone->getScaleY(); } void SpineBone::set_scale_y(float v) { bone->setScaleY(v); } float SpineBone::get_shear_x() { return bone->getShearX(); } void SpineBone::set_shear_x(float v) { bone->setShearX(v); } float SpineBone::get_shear_y() { return bone->getShearY(); } void SpineBone::set_shear_y(float v) { bone->setShearY(v); } float SpineBone::get_applied_rotation() { return bone->getAppliedRotation(); } void SpineBone::set_applied_rotation(float v) { bone->setAppliedRotation(v); } float SpineBone::get_a_x() { return bone->getAX(); } void SpineBone::set_a_x(float v) { bone->setAX(v); } float SpineBone::get_a_y() { return bone->getAY(); } void SpineBone::set_a_y(float v) { bone->setAY(v); } float SpineBone::get_a_scale_x() { return bone->getAScaleX(); } void SpineBone::set_a_scale_x(float v) { bone->setAScaleX(v); } float SpineBone::get_a_scale_y() { return bone->getAScaleY(); } void SpineBone::set_a_scale_y(float v) { bone->setAScaleY(v); } float SpineBone::get_a_shear_x() { return bone->getAShearX(); } void SpineBone::set_a_shear_x(float v) { bone->setAShearX(v); } float SpineBone::get_a_shear_y() { return bone->getAShearY(); } void SpineBone::set_a_shear_y(float v) { bone->setAShearY(v); } float SpineBone::get_a() { return bone->getA(); } void SpineBone::set_a(float v) { bone->setA(v); } float SpineBone::get_b() { return bone->getB(); } void SpineBone::set_b(float v) { bone->setB(v); } float SpineBone::get_c() { return bone->getC(); } void SpineBone::set_c(float v) { bone->setC(v); } float SpineBone::get_d() { return bone->getD(); } void SpineBone::set_d(float v) { bone->setD(v); } float SpineBone::get_world_x() { return bone->getWorldX(); } void SpineBone::set_world_x(float v) { bone->setWorldX(v); } float SpineBone::get_world_y() { return bone->getWorldY(); } void SpineBone::set_world_y(float v) { bone->setWorldY(v); } float SpineBone::get_world_rotation_x() { return bone->getWorldRotationX(); } float SpineBone::get_world_rotation_y() { return bone->getWorldRotationY(); } float SpineBone::get_world_scale_x() { return bone->getWorldScaleX(); } float SpineBone::get_world_scale_y() { return bone->getWorldScaleY(); } bool SpineBone::is_active() { return bone->isActive(); } void SpineBone::set_active(bool v) { bone->setActive(v); } // External feature functions void SpineBone::apply_world_transform_2d(Variant o) { if (o.get_type() == Variant::OBJECT) { auto node = (Node *) o; if (node->is_class("Node2D")) { auto node2d = (Node2D *) node; // In godot the y-axis is nag to spine node2d->set_transform(Transform2D( get_a(), get_c(), get_b(), get_d(), get_world_x(), -get_world_y())); // Fix the rotation auto pos = node2d->get_position(); node2d->translate(-pos); node2d->set_rotation(-node2d->get_rotation()); node2d->translate(pos); } } } Transform2D SpineBone::get_godot_transform() { if (get_spine_object() == nullptr) return Transform2D(); Transform2D trans; trans.translate(get_x(), -get_y()); // It seems that spine uses degree for rotation trans.rotate(Math::deg2rad(-get_rotation())); trans.scale(Size2(get_scale_x(), get_scale_y())); return trans; } void SpineBone::set_godot_transform(Transform2D trans) { if (get_spine_object() == nullptr) return; Vector2 position = trans.get_origin(); position.y *= -1; real_t rotation = trans.get_rotation(); rotation = Math::rad2deg(-rotation); Vector2 scale = trans.get_scale(); set_x(position.x); set_y(position.y); set_rotation(rotation); set_scale_x(scale.x); set_scale_y(scale.y); } Transform2D SpineBone::get_godot_global_transform() { if (get_spine_object() == nullptr) return Transform2D(); if (sprite == nullptr) return get_godot_transform(); Transform2D res = sprite->get_transform(); res.translate(get_world_x(), -get_world_y()); res.rotate(Math::deg2rad(-get_world_rotation_x())); res.scale(Vector2(get_world_scale_x(), get_world_scale_y())); auto p = sprite->get_parent() ? Object::cast_to(sprite->get_parent()) : nullptr; if (p) { return p->get_global_transform() * res; } return res; } void SpineBone::set_godot_global_transform(Transform2D transform) { if (get_spine_object() == nullptr) return; if (sprite == nullptr) set_godot_transform(transform); transform = sprite->get_global_transform().affine_inverse() * transform; Vector2 position = transform.get_origin(); real_t rotation = transform.get_rotation(); Vector2 scale = transform.get_scale(); position.y *= -1; auto parent = get_parent(); if (parent.is_valid()) { position = parent->world_to_local(position); if (parent->get_world_scale_x() != 0) scale.x /= parent->get_world_scale_x(); else print_error("The parent scale.x is zero."); if (parent->get_world_scale_y() != 0) scale.y /= parent->get_world_scale_y(); else print_error("The parent scale.y is zero."); } rotation = world_to_local_rotation(Math::rad2deg(-rotation)); set_x(position.x); set_y(position.y); set_rotation(rotation); set_scale_x(scale.x); set_scale_y(scale.y); }