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https://github.com/EsotericSoftware/spine-runtimes.git
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185 lines
7.5 KiB
C
185 lines
7.5 KiB
C
#ifndef SPINE_SPINE_BONE_POSE_H
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#define SPINE_SPINE_BONE_POSE_H
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#include "../base.h"
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#include "types.h"
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#include "arrays.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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SPINE_C_API spine_bone_pose spine_bone_pose_create(void);
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SPINE_C_API void spine_bone_pose_dispose(spine_bone_pose self);
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SPINE_C_API spine_rtti spine_bone_pose_get_rtti(spine_bone_pose self);
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/**
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* Called by Skeleton::updateCache() to compute the world transform, if needed.
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*/
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SPINE_C_API void spine_bone_pose_update(spine_bone_pose self, spine_skeleton skeleton, spine_physics physics);
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/**
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* Computes the world transform using the parent bone's applied pose and this
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* pose. Child bones are not updated.
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*
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* See World transforms in the Spine Runtimes Guide.
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*/
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SPINE_C_API void spine_bone_pose_update_world_transform(spine_bone_pose self, spine_skeleton skeleton);
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/**
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* Computes the local transform values from the world transform.
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*
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* If the world transform is modified (by a constraint, rotateWorld(), etc) then
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* this method should be called so the local transform matches the world
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* transform. The local transform may be needed by other code (eg to apply
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* another constraint).
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*
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* Some information is ambiguous in the world transform, such as -1,-1 scale
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* versus 180 rotation. The local transform after calling this method is
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* equivalent to the local transform used to compute the world transform, but
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* may not be identical.
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*/
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SPINE_C_API void spine_bone_pose_update_local_transform(spine_bone_pose self, spine_skeleton skeleton);
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/**
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* If the world transform has been modified and the local transform no longer
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* matches, updateLocalTransform() is called.
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*/
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SPINE_C_API void spine_bone_pose_validate_local_transform(spine_bone_pose self, spine_skeleton skeleton);
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SPINE_C_API void spine_bone_pose_modify_local(spine_bone_pose self, spine_skeleton skeleton);
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SPINE_C_API void spine_bone_pose_modify_world(spine_bone_pose self, int update);
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SPINE_C_API void spine_bone_pose_reset_world(spine_bone_pose self, int update);
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/**
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* Part of the world transform matrix for the X axis. If changed,
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* updateLocalTransform() should be called.
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*/
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SPINE_C_API float spine_bone_pose_get_a(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_a(spine_bone_pose self, float a);
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/**
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* Part of the world transform matrix for the Y axis. If changed,
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* updateLocalTransform() should be called.
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*/
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SPINE_C_API float spine_bone_pose_get_b(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_b(spine_bone_pose self, float b);
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/**
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* Part of the world transform matrix for the X axis. If changed,
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* updateLocalTransform() should be called.
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*/
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SPINE_C_API float spine_bone_pose_get_c(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_c(spine_bone_pose self, float c);
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/**
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* Part of the world transform matrix for the Y axis. If changed,
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* updateLocalTransform() should be called.
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*/
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SPINE_C_API float spine_bone_pose_get_d(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_d(spine_bone_pose self, float d);
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/**
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* The world X position. If changed, updateLocalTransform() should be called.
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*/
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SPINE_C_API float spine_bone_pose_get_world_x(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_world_x(spine_bone_pose self, float worldX);
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/**
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* The world Y position. If changed, updateLocalTransform() should be called.
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*/
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SPINE_C_API float spine_bone_pose_get_world_y(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_world_y(spine_bone_pose self, float worldY);
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/**
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* The world rotation for the X axis, calculated using a and c.
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*/
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SPINE_C_API float spine_bone_pose_get_world_rotation_x(spine_bone_pose self);
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/**
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* The world rotation for the Y axis, calculated using b and d.
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*/
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SPINE_C_API float spine_bone_pose_get_world_rotation_y(spine_bone_pose self);
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/**
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* The magnitude (always positive) of the world scale X, calculated using a and
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* c.
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*/
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SPINE_C_API float spine_bone_pose_get_world_scale_x(spine_bone_pose self);
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/**
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* The magnitude (always positive) of the world scale Y, calculated using b and
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* d.
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*/
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SPINE_C_API float spine_bone_pose_get_world_scale_y(spine_bone_pose self);
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/**
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* Transforms a point from world coordinates to the bone's local coordinates.
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*/
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SPINE_C_API void spine_bone_pose_world_to_local(spine_bone_pose self, float worldX, float worldY, float *outLocalX, float *outLocalY);
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/**
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* Transforms a point from the bone's local coordinates to world coordinates.
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*/
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SPINE_C_API void spine_bone_pose_local_to_world(spine_bone_pose self, float localX, float localY, float *outWorldX, float *outWorldY);
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/**
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* Transforms a point from world coordinates to the parent bone's local
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* coordinates.
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*/
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SPINE_C_API void spine_bone_pose_world_to_parent(spine_bone_pose self, float worldX, float worldY, float *outParentX, float *outParentY);
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/**
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* Transforms a point from the parent bone's coordinates to world coordinates.
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*/
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SPINE_C_API void spine_bone_pose_parent_to_world(spine_bone_pose self, float parentX, float parentY, float *outWorldX, float *outWorldY);
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/**
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* Transforms a world rotation to a local rotation.
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*/
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SPINE_C_API float spine_bone_pose_world_to_local_rotation(spine_bone_pose self, float worldRotation);
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/**
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* Transforms a local rotation to a world rotation.
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*/
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SPINE_C_API float spine_bone_pose_local_to_world_rotation(spine_bone_pose self, float localRotation);
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/**
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* Rotates the world transform the specified amount.
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*
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* After changes are made to the world transform, updateLocalTransform() should
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* be called on this bone and any child bones, recursively.
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*/
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SPINE_C_API void spine_bone_pose_rotate_world(spine_bone_pose self, float degrees);
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SPINE_C_API void spine_bone_pose_set(spine_bone_pose self, spine_bone_local pose);
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/**
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* The local x translation.
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*/
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SPINE_C_API float spine_bone_pose_get_x(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_x(spine_bone_pose self, float x);
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/**
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* The local y translation.
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*/
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SPINE_C_API float spine_bone_pose_get_y(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_y(spine_bone_pose self, float y);
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SPINE_C_API void spine_bone_pose_set_position(spine_bone_pose self, float x, float y);
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/**
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* The local rotation in degrees, counter clockwise.
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*/
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SPINE_C_API float spine_bone_pose_get_rotation(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_rotation(spine_bone_pose self, float rotation);
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/**
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* The local scaleX.
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*/
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SPINE_C_API float spine_bone_pose_get_scale_x(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_scale_x(spine_bone_pose self, float scaleX);
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/**
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* The local scaleY.
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*/
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SPINE_C_API float spine_bone_pose_get_scale_y(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_scale_y(spine_bone_pose self, float scaleY);
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SPINE_C_API void spine_bone_pose_set_scale_1(spine_bone_pose self, float scaleX, float scaleY);
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SPINE_C_API void spine_bone_pose_set_scale_2(spine_bone_pose self, float scale);
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/**
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* The local shearX.
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*/
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SPINE_C_API float spine_bone_pose_get_shear_x(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_shear_x(spine_bone_pose self, float shearX);
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/**
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* The local shearY.
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*/
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SPINE_C_API float spine_bone_pose_get_shear_y(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_shear_y(spine_bone_pose self, float shearY);
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/**
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* Determines how parent world transforms affect this bone.
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*/
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SPINE_C_API spine_inherit spine_bone_pose_get_inherit(spine_bone_pose self);
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SPINE_C_API void spine_bone_pose_set_inherit(spine_bone_pose self, spine_inherit inherit);
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SPINE_C_API spine_rtti spine_bone_pose_rtti(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* SPINE_SPINE_BONE_POSE_H */
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