Mario Zechner 3d5a66b5f8 Formatting
2025-08-28 13:57:28 +02:00

80 lines
3.6 KiB
Swift

/******************************************************************************
* 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.
*****************************************************************************/
import Foundation
import SpineC
// MARK: - BonePose Extensions
extension BonePose {
/// Transform world coordinates to local coordinates
public func worldToLocal(worldX: Float, worldY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_world_to_local_v(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
worldX, worldY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
/// Transform local coordinates to world coordinates
public func localToWorld(localX: Float, localY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_local_to_world_v(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
localX, localY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
/// Transform world coordinates to parent coordinates
public func worldToParent(worldX: Float, worldY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_world_to_parent_v(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
worldX, worldY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
/// Transform parent coordinates to world coordinates
public func parentToWorld(parentX: Float, parentY: Float) -> Vector {
let output = ArrayFloat()
spine_bone_pose_parent_to_world_v(
_ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self),
parentX, parentY,
output._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
let vector = Vector(x: output[0], y: output[1])
return vector
}
}