/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 "SpineConstant.h" #include "SpineSprite.h" #include "SpineSkeleton.h" #include "SpineCommon.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("world_to_parent", "world_position"), &SpineBone::world_to_parent); ClassDB::bind_method(D_METHOD("local_to_world", "local_position"), &SpineBone::local_to_world); ClassDB::bind_method(D_METHOD("parent_to_world", "local_position"), &SpineBone::parent_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_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("set_inherit", "v"), &SpineBone::set_inherit); ClassDB::bind_method(D_METHOD("get_inherit"), &SpineBone::get_inherit); ClassDB::bind_method(D_METHOD("get_transform"), &SpineBone::get_transform); ClassDB::bind_method(D_METHOD("set_transform", "local_transform"), &SpineBone::set_transform); ClassDB::bind_method(D_METHOD("get_global_transform"), &SpineBone::get_global_transform); ClassDB::bind_method(D_METHOD("set_global_transform", "global_transform"), &SpineBone::set_global_transform); } void SpineBone::update_world_transform() { SPINE_CHECK(get_spine_object(), ) get_spine_object()->updateWorldTransform(); } void SpineBone::set_to_setup_pose() { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setToSetupPose(); } Vector2 SpineBone::world_to_local(Vector2 world_position) { SPINE_CHECK(get_spine_object(), Vector2()) float x, y; get_spine_object()->worldToLocal(world_position.x, world_position.y, x, y); return Vector2(x, y); } Vector2 SpineBone::world_to_parent(Vector2 world_position) { SPINE_CHECK(get_spine_object(), Vector2()) float x, y; get_spine_object()->worldToParent(world_position.x, world_position.y, x, y); return Vector2(x, y); } Vector2 SpineBone::local_to_world(Vector2 local_position) { SPINE_CHECK(get_spine_object(), Vector2()) float x, y; get_spine_object()->localToWorld(local_position.x, local_position.y, x, y); return Vector2(x, y); } Vector2 SpineBone::parent_to_world(Vector2 local_position) { SPINE_CHECK(get_spine_object(), Vector2()) float x, y; get_spine_object()->parentToWorld(local_position.x, local_position.y, x, y); return Vector2(x, y); } float SpineBone::world_to_local_rotation(float world_rotation) { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->worldToLocalRotation(world_rotation); } float SpineBone::local_to_world_rotation(float local_rotation) { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->localToWorldRotation(local_rotation); } void SpineBone::rotate_world(float degrees) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->rotateWorld(degrees); } float SpineBone::get_world_to_local_rotation_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldToLocalRotationX(); } float SpineBone::get_world_to_local_rotation_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldToLocalRotationY(); } Ref SpineBone::get_data() { SPINE_CHECK(get_spine_object(), nullptr) auto &bone_data = get_spine_object()->getData(); Ref bone_data_ref(memnew(SpineBoneData)); bone_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &bone_data); return bone_data_ref; } Ref SpineBone::get_parent() { SPINE_CHECK(get_spine_object(), nullptr) auto parent = get_spine_object()->getParent(); if (!parent) return nullptr; Ref parent_ref(memnew(SpineBone)); parent_ref->set_spine_object(get_spine_owner(), parent); return parent_ref; } Array SpineBone::get_children() { Array result; SPINE_CHECK(get_spine_object(), result) auto children = get_spine_object()->getChildren(); result.resize((int) children.size()); for (int i = 0; i < children.size(); ++i) { auto child = children[i]; Ref bone_ref(memnew(SpineBone)); bone_ref->set_spine_object(get_spine_owner(), child); result[i] = bone_ref; } return result; } float SpineBone::get_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getX(); } void SpineBone::set_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setX(v); } float SpineBone::get_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getY(); } void SpineBone::set_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setY(v); } float SpineBone::get_rotation() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getRotation(); } void SpineBone::set_rotation(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setRotation(v); } float SpineBone::get_scale_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getScaleX(); } void SpineBone::set_scale_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setScaleX(v); } float SpineBone::get_scale_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getScaleY(); } void SpineBone::set_scale_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setScaleY(v); } float SpineBone::get_shear_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getShearX(); } void SpineBone::set_shear_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setShearX(v); } float SpineBone::get_shear_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getShearY(); } void SpineBone::set_shear_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setShearY(v); } float SpineBone::get_applied_rotation() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAppliedRotation(); } void SpineBone::set_applied_rotation(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAppliedRotation(v); } float SpineBone::get_a_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAX(); } void SpineBone::set_a_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAX(v); } float SpineBone::get_a_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAY(); } void SpineBone::set_a_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAY(v); } float SpineBone::get_a_scale_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAScaleX(); } void SpineBone::set_a_scale_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAScaleX(v); } float SpineBone::get_a_scale_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAScaleY(); } void SpineBone::set_a_scale_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAScaleY(v); } float SpineBone::get_a_shear_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAShearX(); } void SpineBone::set_a_shear_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAShearX(v); } float SpineBone::get_a_shear_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAShearY(); } void SpineBone::set_a_shear_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setAShearY(v); } float SpineBone::get_a() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getA(); } void SpineBone::set_a(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setA(v); } float SpineBone::get_b() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getB(); } void SpineBone::set_b(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setB(v); } float SpineBone::get_c() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getC(); } void SpineBone::set_c(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setC(v); } float SpineBone::get_d() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getD(); } void SpineBone::set_d(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setD(v); } float SpineBone::get_world_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldX(); } void SpineBone::set_world_x(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setWorldX(v); } float SpineBone::get_world_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldY(); } void SpineBone::set_world_y(float v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setWorldY(v); } float SpineBone::get_world_rotation_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldRotationX(); } float SpineBone::get_world_rotation_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldRotationY(); } float SpineBone::get_world_scale_x() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldScaleX(); } float SpineBone::get_world_scale_y() { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getWorldScaleY(); } bool SpineBone::is_active() { SPINE_CHECK(get_spine_object(), false) return get_spine_object()->isActive(); } void SpineBone::set_active(bool v) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->setActive(v); } SpineConstant::Inherit SpineBone::get_inherit() { SPINE_CHECK(get_spine_object(), SpineConstant::Inherit_Normal); return (SpineConstant::Inherit) get_spine_object()->getInherit(); } void SpineBone::set_inherit(SpineConstant::Inherit inherit) { SPINE_CHECK(get_spine_object(), ); get_spine_object()->setInherit((spine::Inherit) inherit); } Transform2D SpineBone::get_transform() { SPINE_CHECK(get_spine_object(), Transform2D()) Transform2D transform; transform.rotate(spine::MathUtil::Deg_Rad * get_rotation()); transform.scale(Size2(get_scale_x(), get_scale_y())); transform.set_origin(Vector2(get_x(), get_y())); return transform; } void SpineBone::set_transform(Transform2D transform) { SPINE_CHECK(get_spine_object(), ) Vector2 position = transform.get_origin(); float rotation = spine::MathUtil::Rad_Deg * transform.get_rotation(); Vector2 scale = transform.get_scale(); set_x(position.x); set_y(position.y); set_rotation(rotation); set_scale_x(scale.x); set_scale_y(scale.y); get_spine_owner()->set_modified_bones(); } Transform2D SpineBone::get_global_transform() { SPINE_CHECK(get_spine_object(), Transform2D()) if (!get_spine_owner()) return get_transform(); if (!get_spine_owner()->is_visible_in_tree()) return get_transform(); Transform2D local; local.rotate(spine::MathUtil::Deg_Rad * get_world_rotation_x()); local.scale(Vector2(get_world_scale_x(), get_world_scale_y())); local.set_origin(Vector2(get_world_x(), get_world_y())); return get_spine_owner()->get_global_transform() * local; } void SpineBone::set_global_transform(Transform2D transform) { SPINE_CHECK(get_spine_object(), ) if (!get_spine_owner()) set_transform(transform); if (!get_spine_owner()->is_visible_in_tree()) return; auto bone = get_spine_object(); Transform2D inverse_sprite_transform = get_spine_owner()->get_global_transform().affine_inverse(); transform = inverse_sprite_transform * transform; Vector2 position = transform.get_origin(); float rotation = spine::MathUtil::Rad_Deg * transform.get_rotation(); Vector2 scale = transform.get_scale(); Vector2 local_position = position; float local_rotation = bone->worldToLocalRotation(rotation) - 180; Vector2 local_scale = scale; spine::Bone *parent = bone->getParent(); if (parent) { parent->worldToLocal(local_position.x, local_position.y, local_position.x, local_position.y); } bone->setX(local_position.x); bone->setY(local_position.y); bone->setRotation(local_rotation); bone->setScaleX(local_scale.x); bone->setScaleY(local_scale.y); get_spine_owner()->set_modified_bones(); }