#ifndef SPINE_SPINE_BONE_POSE_H #define SPINE_SPINE_BONE_POSE_H #include "../base.h" #include "types.h" #include "arrays.h" #ifdef __cplusplus extern "C" { #endif SPINE_C_API spine_bone_pose spine_bone_pose_create(void); SPINE_C_API void spine_bone_pose_dispose(spine_bone_pose self); SPINE_C_API spine_rtti spine_bone_pose_get_rtti(spine_bone_pose self); /** * Called by Skeleton::updateCache() to compute the world transform, if needed. */ SPINE_C_API void spine_bone_pose_update(spine_bone_pose self, spine_skeleton skeleton, spine_physics physics); /** * Computes the world transform using the parent bone's applied pose and this * pose. Child bones are not updated. * * See World transforms in the Spine Runtimes Guide. */ SPINE_C_API void spine_bone_pose_update_world_transform(spine_bone_pose self, spine_skeleton skeleton); /** * Computes the local transform values from the world transform. * * If the world transform is modified (by a constraint, rotateWorld(), etc) then * this method should be called so the local transform matches the world * transform. The local transform may be needed by other code (eg to apply * another constraint). * * Some information is ambiguous in the world transform, such as -1,-1 scale * versus 180 rotation. The local transform after calling this method is * equivalent to the local transform used to compute the world transform, but * may not be identical. */ SPINE_C_API void spine_bone_pose_update_local_transform(spine_bone_pose self, spine_skeleton skeleton); /** * If the world transform has been modified and the local transform no longer * matches, updateLocalTransform() is called. */ SPINE_C_API void spine_bone_pose_validate_local_transform(spine_bone_pose self, spine_skeleton skeleton); SPINE_C_API void spine_bone_pose_modify_local(spine_bone_pose self, spine_skeleton skeleton); SPINE_C_API void spine_bone_pose_modify_world(spine_bone_pose self, int update); SPINE_C_API void spine_bone_pose_reset_world(spine_bone_pose self, int update); /** * Part of the world transform matrix for the X axis. If changed, * updateLocalTransform() should be called. */ SPINE_C_API float spine_bone_pose_get_a(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_a(spine_bone_pose self, float a); /** * Part of the world transform matrix for the Y axis. If changed, * updateLocalTransform() should be called. */ SPINE_C_API float spine_bone_pose_get_b(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_b(spine_bone_pose self, float b); /** * Part of the world transform matrix for the X axis. If changed, * updateLocalTransform() should be called. */ SPINE_C_API float spine_bone_pose_get_c(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_c(spine_bone_pose self, float c); /** * Part of the world transform matrix for the Y axis. If changed, * updateLocalTransform() should be called. */ SPINE_C_API float spine_bone_pose_get_d(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_d(spine_bone_pose self, float d); /** * The world X position. If changed, updateLocalTransform() should be called. */ SPINE_C_API float spine_bone_pose_get_world_x(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_world_x(spine_bone_pose self, float worldX); /** * The world Y position. If changed, updateLocalTransform() should be called. */ SPINE_C_API float spine_bone_pose_get_world_y(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_world_y(spine_bone_pose self, float worldY); /** * The world rotation for the X axis, calculated using a and c. */ SPINE_C_API float spine_bone_pose_get_world_rotation_x(spine_bone_pose self); /** * The world rotation for the Y axis, calculated using b and d. */ SPINE_C_API float spine_bone_pose_get_world_rotation_y(spine_bone_pose self); /** * The magnitude (always positive) of the world scale X, calculated using a and * c. */ SPINE_C_API float spine_bone_pose_get_world_scale_x(spine_bone_pose self); /** * The magnitude (always positive) of the world scale Y, calculated using b and * d. */ SPINE_C_API float spine_bone_pose_get_world_scale_y(spine_bone_pose self); /** * Transforms a point from world coordinates to the bone's local coordinates. */ SPINE_C_API void spine_bone_pose_world_to_local(spine_bone_pose self, float worldX, float worldY, float *outLocalX, float *outLocalY); /** * Transforms a point from the bone's local coordinates to world coordinates. */ SPINE_C_API void spine_bone_pose_local_to_world(spine_bone_pose self, float localX, float localY, float *outWorldX, float *outWorldY); /** * Transforms a point from world coordinates to the parent bone's local * coordinates. */ SPINE_C_API void spine_bone_pose_world_to_parent(spine_bone_pose self, float worldX, float worldY, float *outParentX, float *outParentY); /** * Transforms a point from the parent bone's coordinates to world coordinates. */ SPINE_C_API void spine_bone_pose_parent_to_world(spine_bone_pose self, float parentX, float parentY, float *outWorldX, float *outWorldY); /** * Transforms a world rotation to a local rotation. */ SPINE_C_API float spine_bone_pose_world_to_local_rotation(spine_bone_pose self, float worldRotation); /** * Transforms a local rotation to a world rotation. */ SPINE_C_API float spine_bone_pose_local_to_world_rotation(spine_bone_pose self, float localRotation); /** * Rotates the world transform the specified amount. * * After changes are made to the world transform, updateLocalTransform() should * be called on this bone and any child bones, recursively. */ SPINE_C_API void spine_bone_pose_rotate_world(spine_bone_pose self, float degrees); SPINE_C_API void spine_bone_pose_set(spine_bone_pose self, spine_bone_local pose); /** * The local x translation. */ SPINE_C_API float spine_bone_pose_get_x(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_x(spine_bone_pose self, float x); /** * The local y translation. */ SPINE_C_API float spine_bone_pose_get_y(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_y(spine_bone_pose self, float y); SPINE_C_API void spine_bone_pose_set_position(spine_bone_pose self, float x, float y); /** * The local rotation in degrees, counter clockwise. */ SPINE_C_API float spine_bone_pose_get_rotation(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_rotation(spine_bone_pose self, float rotation); /** * The local scaleX. */ SPINE_C_API float spine_bone_pose_get_scale_x(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_scale_x(spine_bone_pose self, float scaleX); /** * The local scaleY. */ SPINE_C_API float spine_bone_pose_get_scale_y(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_scale_y(spine_bone_pose self, float scaleY); SPINE_C_API void spine_bone_pose_set_scale_1(spine_bone_pose self, float scaleX, float scaleY); SPINE_C_API void spine_bone_pose_set_scale_2(spine_bone_pose self, float scale); /** * The local shearX. */ SPINE_C_API float spine_bone_pose_get_shear_x(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_shear_x(spine_bone_pose self, float shearX); /** * The local shearY. */ SPINE_C_API float spine_bone_pose_get_shear_y(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_shear_y(spine_bone_pose self, float shearY); /** * Determines how parent world transforms affect this bone. */ SPINE_C_API spine_inherit spine_bone_pose_get_inherit(spine_bone_pose self); SPINE_C_API void spine_bone_pose_set_inherit(spine_bone_pose self, spine_inherit inherit); SPINE_C_API spine_rtti spine_bone_pose_rtti(void); #ifdef __cplusplus } #endif #endif /* SPINE_SPINE_BONE_POSE_H */