128 lines
5.1 KiB
C

/******************************************************************************
* 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.
*****************************************************************************/
#ifndef SPINE_BONE_H_
#define SPINE_BONE_H_
#include <spine/dll.h>
#include <spine/BoneData.h>
#ifdef __cplusplus
extern "C" {
#endif
struct spSkeleton;
typedef struct spBone spBone;
struct spBone {
spBoneData* const data;
struct spSkeleton* const skeleton;
spBone* const parent;
int childrenCount;
spBone** const children;
float x, y, rotation, scaleX, scaleY, shearX, shearY;
float ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY;
int /*bool*/ appliedValid;
float const a, b, worldX;
float const c, d, worldY;
int/*bool*/ sorted;
int/*bool*/ active;
#ifdef __cplusplus
spBone() :
data(0),
skeleton(0),
parent(0),
childrenCount(0), children(0),
x(0), y(0), rotation(0), scaleX(0), scaleY(0),
ax(0), ay(0), arotation(0), ascaleX(0), ascaleY(0), ashearX(0), ashearY(0),
appliedValid(0),
a(0), b(0), worldX(0),
c(0), d(0), worldY(0),
sorted(0), active(0) {
}
#endif
};
SP_API void spBone_setYDown (int/*bool*/yDown);
SP_API int/*bool*/spBone_isYDown ();
/* @param parent May be 0. */
SP_API spBone* spBone_create (spBoneData* data, struct spSkeleton* skeleton, spBone* parent);
SP_API void spBone_dispose (spBone* self);
SP_API void spBone_setToSetupPose (spBone* self);
SP_API void spBone_updateWorldTransform (spBone* self);
SP_API void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY);
SP_API float spBone_getWorldRotationX (spBone* self);
SP_API float spBone_getWorldRotationY (spBone* self);
SP_API float spBone_getWorldScaleX (spBone* self);
SP_API float spBone_getWorldScaleY (spBone* self);
SP_API void spBone_updateAppliedTransform (spBone* self);
SP_API void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY);
SP_API void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY);
SP_API float spBone_worldToLocalRotation (spBone* self, float worldRotation);
SP_API float spBone_localToWorldRotation (spBone* self, float localRotation);
SP_API void spBone_rotateWorld (spBone* self, float degrees);
#ifdef SPINE_SHORT_NAMES
typedef spBone Bone;
#define Bone_setYDown(...) spBone_setYDown(__VA_ARGS__)
#define Bone_isYDown() spBone_isYDown()
#define Bone_create(...) spBone_create(__VA_ARGS__)
#define Bone_dispose(...) spBone_dispose(__VA_ARGS__)
#define Bone_setToSetupPose(...) spBone_setToSetupPose(__VA_ARGS__)
#define Bone_updateWorldTransform(...) spBone_updateWorldTransform(__VA_ARGS__)
#define Bone_updateWorldTransformWith(...) spBone_updateWorldTransformWith(__VA_ARGS__)
#define Bone_getWorldRotationX(...) spBone_getWorldRotationX(__VA_ARGS__)
#define Bone_getWorldRotationY(...) spBone_getWorldRotationY(__VA_ARGS__)
#define Bone_getWorldScaleX(...) spBone_getWorldScaleX(__VA_ARGS__)
#define Bone_getWorldScaleY(...) spBone_getWorldScaleY(__VA_ARGS__)
#define Bone_updateAppliedTransform(...) spBone_updateAppliedTransform(__VA_ARGS__)
#define Bone_worldToLocal(...) spBone_worldToLocal(__VA_ARGS__)
#define Bone_localToWorld(...) spBone_localToWorld(__VA_ARGS__)
#define Bone_worldToLocalRotation(...) spBone_worldToLocalRotation(__VA_ARGS__)
#define Bone_localToWorldRotation(...) spBone_localToWorldRotation(__VA_ARGS__)
#define Bone_rotateWorld(...) spBone_rotateWorld(__VA_ARGS__)
#endif
#ifdef __cplusplus
}
#endif
#endif /* SPINE_BONE_H_ */