#include "bone_pose.h" #include using namespace spine; spine_bone_pose spine_bone_pose_create(void) { return (spine_bone_pose) new (__FILE__, __LINE__) BonePose(); } void spine_bone_pose_dispose(spine_bone_pose self) { delete (BonePose *) self; } spine_rtti spine_bone_pose_get_rtti(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return (spine_rtti) &_self->getRTTI(); } void spine_bone_pose_update(spine_bone_pose self, spine_skeleton skeleton, spine_physics physics) { BonePose *_self = (BonePose *) self; _self->update(*((Skeleton *) skeleton), (Physics) physics); } void spine_bone_pose_update_world_transform(spine_bone_pose self, spine_skeleton skeleton) { BonePose *_self = (BonePose *) self; _self->updateWorldTransform(*((Skeleton *) skeleton)); } void spine_bone_pose_update_local_transform(spine_bone_pose self, spine_skeleton skeleton) { BonePose *_self = (BonePose *) self; _self->updateLocalTransform(*((Skeleton *) skeleton)); } void spine_bone_pose_validate_local_transform(spine_bone_pose self, spine_skeleton skeleton) { BonePose *_self = (BonePose *) self; _self->validateLocalTransform(*((Skeleton *) skeleton)); } void spine_bone_pose_modify_local(spine_bone_pose self, spine_skeleton skeleton) { BonePose *_self = (BonePose *) self; _self->modifyLocal(*((Skeleton *) skeleton)); } void spine_bone_pose_modify_world(spine_bone_pose self, int update) { BonePose *_self = (BonePose *) self; _self->modifyWorld(update); } void spine_bone_pose_reset_world(spine_bone_pose self, int update) { BonePose *_self = (BonePose *) self; _self->resetWorld(update); } float spine_bone_pose_get_a(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getA(); } void spine_bone_pose_set_a(spine_bone_pose self, float a) { BonePose *_self = (BonePose *) self; _self->setA(a); } float spine_bone_pose_get_b(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getB(); } void spine_bone_pose_set_b(spine_bone_pose self, float b) { BonePose *_self = (BonePose *) self; _self->setB(b); } float spine_bone_pose_get_c(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getC(); } void spine_bone_pose_set_c(spine_bone_pose self, float c) { BonePose *_self = (BonePose *) self; _self->setC(c); } float spine_bone_pose_get_d(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getD(); } void spine_bone_pose_set_d(spine_bone_pose self, float d) { BonePose *_self = (BonePose *) self; _self->setD(d); } float spine_bone_pose_get_world_x(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getWorldX(); } void spine_bone_pose_set_world_x(spine_bone_pose self, float worldX) { BonePose *_self = (BonePose *) self; _self->setWorldX(worldX); } float spine_bone_pose_get_world_y(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getWorldY(); } void spine_bone_pose_set_world_y(spine_bone_pose self, float worldY) { BonePose *_self = (BonePose *) self; _self->setWorldY(worldY); } float spine_bone_pose_get_world_rotation_x(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getWorldRotationX(); } float spine_bone_pose_get_world_rotation_y(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getWorldRotationY(); } float spine_bone_pose_get_world_scale_x(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getWorldScaleX(); } float spine_bone_pose_get_world_scale_y(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getWorldScaleY(); } void spine_bone_pose_world_to_local(spine_bone_pose self, float worldX, float worldY, float *outLocalX, float *outLocalY) { BonePose *_self = (BonePose *) self; _self->worldToLocal(worldX, worldY, *outLocalX, *outLocalY); } void spine_bone_pose_local_to_world(spine_bone_pose self, float localX, float localY, float *outWorldX, float *outWorldY) { BonePose *_self = (BonePose *) self; _self->localToWorld(localX, localY, *outWorldX, *outWorldY); } void spine_bone_pose_world_to_parent(spine_bone_pose self, float worldX, float worldY, float *outParentX, float *outParentY) { BonePose *_self = (BonePose *) self; _self->worldToParent(worldX, worldY, *outParentX, *outParentY); } void spine_bone_pose_parent_to_world(spine_bone_pose self, float parentX, float parentY, float *outWorldX, float *outWorldY) { BonePose *_self = (BonePose *) self; _self->parentToWorld(parentX, parentY, *outWorldX, *outWorldY); } float spine_bone_pose_world_to_local_rotation(spine_bone_pose self, float worldRotation) { BonePose *_self = (BonePose *) self; return _self->worldToLocalRotation(worldRotation); } float spine_bone_pose_local_to_world_rotation(spine_bone_pose self, float localRotation) { BonePose *_self = (BonePose *) self; return _self->localToWorldRotation(localRotation); } void spine_bone_pose_rotate_world(spine_bone_pose self, float degrees) { BonePose *_self = (BonePose *) self; _self->rotateWorld(degrees); } void spine_bone_pose_set(spine_bone_pose self, spine_bone_local pose) { BonePose *_self = (BonePose *) self; _self->set(*((BoneLocal *) pose)); } float spine_bone_pose_get_x(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getX(); } void spine_bone_pose_set_x(spine_bone_pose self, float x) { BonePose *_self = (BonePose *) self; _self->setX(x); } float spine_bone_pose_get_y(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getY(); } void spine_bone_pose_set_y(spine_bone_pose self, float y) { BonePose *_self = (BonePose *) self; _self->setY(y); } void spine_bone_pose_set_position(spine_bone_pose self, float x, float y) { BonePose *_self = (BonePose *) self; _self->setPosition(x, y); } float spine_bone_pose_get_rotation(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getRotation(); } void spine_bone_pose_set_rotation(spine_bone_pose self, float rotation) { BonePose *_self = (BonePose *) self; _self->setRotation(rotation); } float spine_bone_pose_get_scale_x(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getScaleX(); } void spine_bone_pose_set_scale_x(spine_bone_pose self, float scaleX) { BonePose *_self = (BonePose *) self; _self->setScaleX(scaleX); } float spine_bone_pose_get_scale_y(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getScaleY(); } void spine_bone_pose_set_scale_y(spine_bone_pose self, float scaleY) { BonePose *_self = (BonePose *) self; _self->setScaleY(scaleY); } void spine_bone_pose_set_scale_1(spine_bone_pose self, float scaleX, float scaleY) { BonePose *_self = (BonePose *) self; _self->setScale(scaleX, scaleY); } void spine_bone_pose_set_scale_2(spine_bone_pose self, float scale) { BonePose *_self = (BonePose *) self; _self->setScale(scale); } float spine_bone_pose_get_shear_x(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getShearX(); } void spine_bone_pose_set_shear_x(spine_bone_pose self, float shearX) { BonePose *_self = (BonePose *) self; _self->setShearX(shearX); } float spine_bone_pose_get_shear_y(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return _self->getShearY(); } void spine_bone_pose_set_shear_y(spine_bone_pose self, float shearY) { BonePose *_self = (BonePose *) self; _self->setShearY(shearY); } spine_inherit spine_bone_pose_get_inherit(spine_bone_pose self) { BonePose *_self = (BonePose *) self; return (spine_inherit) _self->getInherit(); } void spine_bone_pose_set_inherit(spine_bone_pose self, spine_inherit inherit) { BonePose *_self = (BonePose *) self; _self->setInherit((Inherit) inherit); } spine_rtti spine_bone_pose_rtti(void) { return (spine_rtti) &BonePose::rtti; }