272 lines
7.7 KiB
C++

#include "bone_pose.h"
#include <spine/spine.h>
using namespace spine;
spine_bone_pose spine_bone_pose_create(void) {
return (spine_bone_pose) new (__FILE__, __LINE__) BonePose();
}
void spine_bone_pose_dispose(spine_bone_pose self) {
delete (BonePose *) self;
}
spine_rtti spine_bone_pose_get_rtti(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return (spine_rtti) &_self->getRTTI();
}
void spine_bone_pose_update(spine_bone_pose self, spine_skeleton skeleton, spine_physics physics) {
BonePose *_self = (BonePose *) self;
_self->update(*((Skeleton *) skeleton), (Physics) physics);
}
void spine_bone_pose_update_world_transform(spine_bone_pose self, spine_skeleton skeleton) {
BonePose *_self = (BonePose *) self;
_self->updateWorldTransform(*((Skeleton *) skeleton));
}
void spine_bone_pose_update_local_transform(spine_bone_pose self, spine_skeleton skeleton) {
BonePose *_self = (BonePose *) self;
_self->updateLocalTransform(*((Skeleton *) skeleton));
}
void spine_bone_pose_validate_local_transform(spine_bone_pose self, spine_skeleton skeleton) {
BonePose *_self = (BonePose *) self;
_self->validateLocalTransform(*((Skeleton *) skeleton));
}
void spine_bone_pose_modify_local(spine_bone_pose self, spine_skeleton skeleton) {
BonePose *_self = (BonePose *) self;
_self->modifyLocal(*((Skeleton *) skeleton));
}
void spine_bone_pose_modify_world(spine_bone_pose self, int update) {
BonePose *_self = (BonePose *) self;
_self->modifyWorld(update);
}
void spine_bone_pose_reset_world(spine_bone_pose self, int update) {
BonePose *_self = (BonePose *) self;
_self->resetWorld(update);
}
float spine_bone_pose_get_a(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getA();
}
void spine_bone_pose_set_a(spine_bone_pose self, float a) {
BonePose *_self = (BonePose *) self;
_self->setA(a);
}
float spine_bone_pose_get_b(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getB();
}
void spine_bone_pose_set_b(spine_bone_pose self, float b) {
BonePose *_self = (BonePose *) self;
_self->setB(b);
}
float spine_bone_pose_get_c(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getC();
}
void spine_bone_pose_set_c(spine_bone_pose self, float c) {
BonePose *_self = (BonePose *) self;
_self->setC(c);
}
float spine_bone_pose_get_d(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getD();
}
void spine_bone_pose_set_d(spine_bone_pose self, float d) {
BonePose *_self = (BonePose *) self;
_self->setD(d);
}
float spine_bone_pose_get_world_x(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getWorldX();
}
void spine_bone_pose_set_world_x(spine_bone_pose self, float worldX) {
BonePose *_self = (BonePose *) self;
_self->setWorldX(worldX);
}
float spine_bone_pose_get_world_y(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getWorldY();
}
void spine_bone_pose_set_world_y(spine_bone_pose self, float worldY) {
BonePose *_self = (BonePose *) self;
_self->setWorldY(worldY);
}
float spine_bone_pose_get_world_rotation_x(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getWorldRotationX();
}
float spine_bone_pose_get_world_rotation_y(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getWorldRotationY();
}
float spine_bone_pose_get_world_scale_x(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getWorldScaleX();
}
float spine_bone_pose_get_world_scale_y(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getWorldScaleY();
}
void spine_bone_pose_world_to_local(spine_bone_pose self, float worldX, float worldY, float *outLocalX, float *outLocalY) {
BonePose *_self = (BonePose *) self;
_self->worldToLocal(worldX, worldY, *outLocalX, *outLocalY);
}
void spine_bone_pose_local_to_world(spine_bone_pose self, float localX, float localY, float *outWorldX, float *outWorldY) {
BonePose *_self = (BonePose *) self;
_self->localToWorld(localX, localY, *outWorldX, *outWorldY);
}
void spine_bone_pose_world_to_parent(spine_bone_pose self, float worldX, float worldY, float *outParentX, float *outParentY) {
BonePose *_self = (BonePose *) self;
_self->worldToParent(worldX, worldY, *outParentX, *outParentY);
}
void spine_bone_pose_parent_to_world(spine_bone_pose self, float parentX, float parentY, float *outWorldX, float *outWorldY) {
BonePose *_self = (BonePose *) self;
_self->parentToWorld(parentX, parentY, *outWorldX, *outWorldY);
}
float spine_bone_pose_world_to_local_rotation(spine_bone_pose self, float worldRotation) {
BonePose *_self = (BonePose *) self;
return _self->worldToLocalRotation(worldRotation);
}
float spine_bone_pose_local_to_world_rotation(spine_bone_pose self, float localRotation) {
BonePose *_self = (BonePose *) self;
return _self->localToWorldRotation(localRotation);
}
void spine_bone_pose_rotate_world(spine_bone_pose self, float degrees) {
BonePose *_self = (BonePose *) self;
_self->rotateWorld(degrees);
}
void spine_bone_pose_set(spine_bone_pose self, spine_bone_local pose) {
BonePose *_self = (BonePose *) self;
_self->set(*((BoneLocal *) pose));
}
float spine_bone_pose_get_x(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getX();
}
void spine_bone_pose_set_x(spine_bone_pose self, float x) {
BonePose *_self = (BonePose *) self;
_self->setX(x);
}
float spine_bone_pose_get_y(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getY();
}
void spine_bone_pose_set_y(spine_bone_pose self, float y) {
BonePose *_self = (BonePose *) self;
_self->setY(y);
}
void spine_bone_pose_set_position(spine_bone_pose self, float x, float y) {
BonePose *_self = (BonePose *) self;
_self->setPosition(x, y);
}
float spine_bone_pose_get_rotation(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getRotation();
}
void spine_bone_pose_set_rotation(spine_bone_pose self, float rotation) {
BonePose *_self = (BonePose *) self;
_self->setRotation(rotation);
}
float spine_bone_pose_get_scale_x(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getScaleX();
}
void spine_bone_pose_set_scale_x(spine_bone_pose self, float scaleX) {
BonePose *_self = (BonePose *) self;
_self->setScaleX(scaleX);
}
float spine_bone_pose_get_scale_y(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getScaleY();
}
void spine_bone_pose_set_scale_y(spine_bone_pose self, float scaleY) {
BonePose *_self = (BonePose *) self;
_self->setScaleY(scaleY);
}
void spine_bone_pose_set_scale_1(spine_bone_pose self, float scaleX, float scaleY) {
BonePose *_self = (BonePose *) self;
_self->setScale(scaleX, scaleY);
}
void spine_bone_pose_set_scale_2(spine_bone_pose self, float scale) {
BonePose *_self = (BonePose *) self;
_self->setScale(scale);
}
float spine_bone_pose_get_shear_x(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getShearX();
}
void spine_bone_pose_set_shear_x(spine_bone_pose self, float shearX) {
BonePose *_self = (BonePose *) self;
_self->setShearX(shearX);
}
float spine_bone_pose_get_shear_y(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return _self->getShearY();
}
void spine_bone_pose_set_shear_y(spine_bone_pose self, float shearY) {
BonePose *_self = (BonePose *) self;
_self->setShearY(shearY);
}
spine_inherit spine_bone_pose_get_inherit(spine_bone_pose self) {
BonePose *_self = (BonePose *) self;
return (spine_inherit) _self->getInherit();
}
void spine_bone_pose_set_inherit(spine_bone_pose self, spine_inherit inherit) {
BonePose *_self = (BonePose *) self;
_self->setInherit((Inherit) inherit);
}
spine_rtti spine_bone_pose_rtti(void) {
return (spine_rtti) &BonePose::rtti;
}