/****************************************************************************** * 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" #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("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("apply_world_transform_2d", "node2d"), &SpineBone::apply_world_transform_2d); 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); } SpineBone::SpineBone() : bone(nullptr), sprite(nullptr) {} void SpineBone::update_world_transform() { SPINE_CHECK(bone,) bone->updateWorldTransform(); } void SpineBone::set_to_setup_pose() { SPINE_CHECK(bone,) bone->setToSetupPose(); } Vector2 SpineBone::world_to_local(Vector2 world_position) { SPINE_CHECK(bone, Vector2()) 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) { SPINE_CHECK(bone, Vector2()) 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) { SPINE_CHECK(bone, 0) return bone->worldToLocalRotation(world_rotation); } float SpineBone::local_to_world_rotation(float local_rotation) { SPINE_CHECK(bone, 0) return bone->localToWorldRotation(local_rotation); } void SpineBone::rotate_world(float degrees) { SPINE_CHECK(bone,) bone->rotateWorld(degrees); } float SpineBone::get_world_to_local_rotation_x() { SPINE_CHECK(bone, 0) return bone->getWorldToLocalRotationX(); } float SpineBone::get_world_to_local_rotation_y() { SPINE_CHECK(bone, 0) return bone->getWorldToLocalRotationY(); } Ref SpineBone::get_data() { SPINE_CHECK(bone, nullptr) auto &bone_data = bone->getData(); Ref bone_data_ref(memnew(SpineBoneData)); bone_data_ref->set_spine_object(&bone_data); return bone_data_ref; } Ref SpineBone::get_skeleton() { SPINE_CHECK(bone, nullptr) auto &skeleton = bone->getSkeleton(); Ref skeleton_ref(memnew(SpineSkeleton)); skeleton_ref->set_spine_object(sprite, &skeleton); return skeleton_ref; } Ref SpineBone::get_parent() { SPINE_CHECK(bone, nullptr) auto parent = bone->getParent(); if (!parent) return nullptr; Ref parent_ref(memnew(SpineBone)); parent_ref->set_spine_object(sprite, parent); return parent_ref; } Array SpineBone::get_children() { Array result; SPINE_CHECK(bone, result) auto children = bone->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(sprite, child); result[i] = bone_ref; } return result; } float SpineBone::get_x() { SPINE_CHECK(bone, 0) return bone->getX(); } void SpineBone::set_x(float v) { SPINE_CHECK(bone,) bone->setX(v); } float SpineBone::get_y() { SPINE_CHECK(bone, 0) return bone->getY(); } void SpineBone::set_y(float v) { SPINE_CHECK(bone,) bone->setY(v); } float SpineBone::get_rotation() { SPINE_CHECK(bone, 0) return bone->getRotation(); } void SpineBone::set_rotation(float v) { SPINE_CHECK(bone,) bone->setRotation(v); } float SpineBone::get_scale_x() { SPINE_CHECK(bone, 0) return bone->getScaleX(); } void SpineBone::set_scale_x(float v) { SPINE_CHECK(bone,) bone->setScaleX(v); } float SpineBone::get_scale_y() { SPINE_CHECK(bone, 0) return bone->getScaleY(); } void SpineBone::set_scale_y(float v) { SPINE_CHECK(bone,) bone->setScaleY(v); } float SpineBone::get_shear_x() { SPINE_CHECK(bone, 0) return bone->getShearX(); } void SpineBone::set_shear_x(float v) { SPINE_CHECK(bone,) bone->setShearX(v); } float SpineBone::get_shear_y() { SPINE_CHECK(bone, 0) return bone->getShearY(); } void SpineBone::set_shear_y(float v) { SPINE_CHECK(bone,) bone->setShearY(v); } float SpineBone::get_applied_rotation() { SPINE_CHECK(bone, 0) return bone->getAppliedRotation(); } void SpineBone::set_applied_rotation(float v) { SPINE_CHECK(bone,) bone->setAppliedRotation(v); } float SpineBone::get_a_x() { SPINE_CHECK(bone, 0) return bone->getAX(); } void SpineBone::set_a_x(float v) { SPINE_CHECK(bone,) bone->setAX(v); } float SpineBone::get_a_y() { SPINE_CHECK(bone, 0) return bone->getAY(); } void SpineBone::set_a_y(float v) { SPINE_CHECK(bone,) bone->setAY(v); } float SpineBone::get_a_scale_x() { SPINE_CHECK(bone, 0) return bone->getAScaleX(); } void SpineBone::set_a_scale_x(float v) { SPINE_CHECK(bone,) bone->setAScaleX(v); } float SpineBone::get_a_scale_y() { SPINE_CHECK(bone, 0) return bone->getAScaleY(); } void SpineBone::set_a_scale_y(float v) { SPINE_CHECK(bone,) bone->setAScaleY(v); } float SpineBone::get_a_shear_x() { SPINE_CHECK(bone, 0) return bone->getAShearX(); } void SpineBone::set_a_shear_x(float v) { SPINE_CHECK(bone,) bone->setAShearX(v); } float SpineBone::get_a_shear_y() { SPINE_CHECK(bone, 0) return bone->getAShearY(); } void SpineBone::set_a_shear_y(float v) { SPINE_CHECK(bone,) bone->setAShearY(v); } float SpineBone::get_a() { SPINE_CHECK(bone, 0) return bone->getA(); } void SpineBone::set_a(float v) { SPINE_CHECK(bone,) bone->setA(v); } float SpineBone::get_b() { SPINE_CHECK(bone, 0) return bone->getB(); } void SpineBone::set_b(float v) { SPINE_CHECK(bone,) bone->setB(v); } float SpineBone::get_c() { SPINE_CHECK(bone, 0) return bone->getC(); } void SpineBone::set_c(float v) { SPINE_CHECK(bone,) bone->setC(v); } float SpineBone::get_d() { SPINE_CHECK(bone, 0) return bone->getD(); } void SpineBone::set_d(float v) { SPINE_CHECK(bone,) bone->setD(v); } float SpineBone::get_world_x() { SPINE_CHECK(bone, 0) return bone->getWorldX(); } void SpineBone::set_world_x(float v) { SPINE_CHECK(bone,) bone->setWorldX(v); } float SpineBone::get_world_y() { SPINE_CHECK(bone, 0) return bone->getWorldY(); } void SpineBone::set_world_y(float v) { SPINE_CHECK(bone,) bone->setWorldY(v); } float SpineBone::get_world_rotation_x() { SPINE_CHECK(bone, 0) return bone->getWorldRotationX(); } float SpineBone::get_world_rotation_y() { SPINE_CHECK(bone, 0) return bone->getWorldRotationY(); } float SpineBone::get_world_scale_x() { SPINE_CHECK(bone, 0) return bone->getWorldScaleX(); } float SpineBone::get_world_scale_y() { SPINE_CHECK(bone, 0) return bone->getWorldScaleY(); } bool SpineBone::is_active() { SPINE_CHECK(bone, false) return bone->isActive(); } void SpineBone::set_active(bool v) { SPINE_CHECK(bone,) bone->setActive(v); } // External feature functions void SpineBone::apply_world_transform_2d(const Variant &o) { SPINE_CHECK(bone,) if (o.get_type() == Variant::OBJECT) { auto node2d = Object::cast_to(o.operator Object*()); if (node2d) { // 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_transform() { SPINE_CHECK(bone, Transform2D()) Transform2D transform; transform.rotate(Math::deg2rad(-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(bone,) Vector2 position = transform.get_origin(); position.y *= -1; float rotation = Math::rad2deg(-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); } Transform2D SpineBone::get_global_transform() { SPINE_CHECK(bone, Transform2D()) if (!sprite) return get_transform(); if (!sprite->is_visible_in_tree()) return get_transform(); Transform2D local; local.rotate(Math::deg2rad(-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 sprite->get_global_transform() * local; } void SpineBone::set_global_transform(Transform2D transform) { SPINE_CHECK(bone,) if (!sprite) set_transform(transform); if (!sprite->is_visible_in_tree()) return; transform = sprite->get_global_transform().affine_inverse() * transform; Vector2 position = transform.get_origin(); position.y *= -1; float rotation = world_to_local_rotation(Math::rad2deg(-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); }