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