/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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("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_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_pose"), &SpineBone::get_pose); ClassDB::bind_method(D_METHOD("get_applied_pose"), &SpineBone::get_applied_pose); 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("update", "skeleton", "physics"), &SpineBone::update); 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); } Vector2 SpineBone::world_to_local(Vector2 world_position) { SPINE_CHECK(get_spine_object(), Vector2()) float x, y; get_spine_object()->getAppliedPose().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()->getAppliedPose().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()->getAppliedPose().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()->getAppliedPose().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()->getAppliedPose().worldToLocalRotation(world_rotation); } float SpineBone::local_to_world_rotation(float local_rotation) { SPINE_CHECK(get_spine_object(), 0) return get_spine_object()->getAppliedPose().localToWorldRotation(local_rotation); } void SpineBone::rotate_world(float degrees) { SPINE_CHECK(get_spine_object(), ) get_spine_object()->getAppliedPose().rotateWorld(degrees); } 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; } Ref SpineBone::get_pose() { SPINE_CHECK(get_spine_object(), nullptr) auto &pose = get_spine_object()->getPose(); Ref pose_ref(memnew(SpineBoneLocal)); pose_ref->set_spine_object(get_spine_owner(), &pose); return pose_ref; } Ref SpineBone::get_applied_pose() { SPINE_CHECK(get_spine_object(), nullptr) auto &applied_pose = get_spine_object()->getAppliedPose(); Ref pose_ref(memnew(SpineBonePose)); pose_ref->set_spine_object(get_spine_owner(), &applied_pose); return pose_ref; } 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); } Transform2D SpineBone::get_transform() { SPINE_CHECK(get_spine_object(), Transform2D()) Transform2D transform; auto &pose = get_spine_object()->getPose(); transform.rotate(spine::MathUtil::Deg_Rad * pose.getRotation()); transform.scale(Size2(pose.getScaleX(), pose.getScaleY())); transform.set_origin(Vector2(pose.getX(), pose.getY())); 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(); auto &pose = get_spine_object()->getPose(); pose.setX(position.x); pose.setY(position.y); pose.setRotation(rotation); pose.setScaleX(scale.x); pose.setScaleY(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; auto &applied_pose = get_spine_object()->getAppliedPose(); local.rotate(spine::MathUtil::Deg_Rad * applied_pose.getWorldRotationX()); local.scale(Vector2(applied_pose.getWorldScaleX(), applied_pose.getWorldScaleY())); local.set_origin(Vector2(applied_pose.getWorldX(), applied_pose.getWorldY())); 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->getAppliedPose().worldToLocalRotation(rotation) - 180; Vector2 local_scale = scale; spine::Bone *parent = bone->getParent(); if (parent) { parent->getAppliedPose().worldToLocal(local_position.x, local_position.y, local_position.x, local_position.y); } bone->getPose().setX(local_position.x); bone->getPose().setY(local_position.y); bone->getPose().setRotation(local_rotation); bone->getPose().setScaleX(local_scale.x); bone->getPose().setScaleY(local_scale.y); get_spine_owner()->set_modified_bones(); } void SpineBone::update(Ref skeleton, SpineConstant::Physics physics) { SPINE_CHECK(get_spine_object(), ) SPINE_CHECK(skeleton.is_valid() && skeleton->get_spine_object(), ) get_spine_object()->update(*skeleton->get_spine_object(), (spine::Physics) physics); }