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/******************************************************************************
* 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.
*****************************************************************************/
#include "SpineBone.h"
#include "SpineSprite.h"
#include "SpineSkeleton.h"
#include "SpineCommon.h"
void SpineBone::_bind_methods() {
ClassDB::bind_method(D_METHOD("update_world_transform"), &SpineBone::update_world_transform);
ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineBone::set_to_setup_pose);
ClassDB::bind_method(D_METHOD("world_to_local", "world_position"), &SpineBone::world_to_local);
ClassDB::bind_method(D_METHOD("local_to_world", "local_position"), &SpineBone::local_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_world_to_local_rotation_x"), &SpineBone::get_world_to_local_rotation_x);
ClassDB::bind_method(D_METHOD("get_world_to_local_rotation_y"), &SpineBone::get_world_to_local_rotation_y);
ClassDB::bind_method(D_METHOD("get_data"), &SpineBone::get_data);
ClassDB::bind_method(D_METHOD("get_skeleton"), &SpineBone::get_skeleton);
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_x"), &SpineBone::get_x);
ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineBone::set_x);
ClassDB::bind_method(D_METHOD("get_y"), &SpineBone::get_y);
ClassDB::bind_method(D_METHOD("set_y", "v"), &SpineBone::set_y);
ClassDB::bind_method(D_METHOD("get_rotation"), &SpineBone::get_rotation);
ClassDB::bind_method(D_METHOD("set_rotation", "v"), &SpineBone::set_rotation);
ClassDB::bind_method(D_METHOD("get_scale_x"), &SpineBone::get_scale_x);
ClassDB::bind_method(D_METHOD("set_scale_x", "v"), &SpineBone::set_scale_x);
ClassDB::bind_method(D_METHOD("get_scale_y"), &SpineBone::get_scale_y);
ClassDB::bind_method(D_METHOD("set_scale_y", "v"), &SpineBone::set_scale_y);
ClassDB::bind_method(D_METHOD("get_shear_x"), &SpineBone::get_shear_x);
ClassDB::bind_method(D_METHOD("set_shear_x", "v"), &SpineBone::set_shear_x);
ClassDB::bind_method(D_METHOD("get_shear_y"), &SpineBone::get_shear_y);
ClassDB::bind_method(D_METHOD("set_shear_y", "v"), &SpineBone::set_shear_y);
ClassDB::bind_method(D_METHOD("get_applied_rotation"), &SpineBone::get_applied_rotation);
ClassDB::bind_method(D_METHOD("set_applied_rotation", "v"), &SpineBone::set_applied_rotation);
ClassDB::bind_method(D_METHOD("get_a_x"), &SpineBone::get_a_x);
ClassDB::bind_method(D_METHOD("set_a_x", "v"), &SpineBone::set_a_x);
ClassDB::bind_method(D_METHOD("get_a_y"), &SpineBone::get_a_y);
ClassDB::bind_method(D_METHOD("set_a_y", "v"), &SpineBone::set_a_y);
ClassDB::bind_method(D_METHOD("get_a_scale_x"), &SpineBone::get_a_scale_x);
ClassDB::bind_method(D_METHOD("set_a_scale_x", "v"), &SpineBone::set_a_scale_x);
ClassDB::bind_method(D_METHOD("get_a_scale_y"), &SpineBone::get_a_scale_y);
ClassDB::bind_method(D_METHOD("set_a_scale_y", "v"), &SpineBone::set_a_scale_y);
ClassDB::bind_method(D_METHOD("get_a_shear_x"), &SpineBone::get_a_shear_x);
ClassDB::bind_method(D_METHOD("set_a_shear_x", "v"), &SpineBone::set_a_shear_x);
ClassDB::bind_method(D_METHOD("get_a_shear_y"), &SpineBone::get_a_shear_y);
ClassDB::bind_method(D_METHOD("set_a_shear_y", "v"), &SpineBone::set_a_shear_y);
ClassDB::bind_method(D_METHOD("get_a"), &SpineBone::get_a);
ClassDB::bind_method(D_METHOD("set_a", "v"), &SpineBone::set_a);
ClassDB::bind_method(D_METHOD("get_b"), &SpineBone::get_b);
ClassDB::bind_method(D_METHOD("set_b", "v"), &SpineBone::set_b);
ClassDB::bind_method(D_METHOD("get_c"), &SpineBone::get_c);
ClassDB::bind_method(D_METHOD("set_c", "v"), &SpineBone::set_c);
ClassDB::bind_method(D_METHOD("get_d"), &SpineBone::get_d);
ClassDB::bind_method(D_METHOD("set_d", "v"), &SpineBone::set_d);
ClassDB::bind_method(D_METHOD("get_world_x"), &SpineBone::get_world_x);
ClassDB::bind_method(D_METHOD("set_world_x", "v"), &SpineBone::set_world_x);
ClassDB::bind_method(D_METHOD("get_world_y"), &SpineBone::get_world_y);
ClassDB::bind_method(D_METHOD("set_world_y", "v"), &SpineBone::set_world_y);
ClassDB::bind_method(D_METHOD("get_world_rotation_x"), &SpineBone::get_world_rotation_x);
ClassDB::bind_method(D_METHOD("get_world_rotation_y"), &SpineBone::get_world_rotation_y);
ClassDB::bind_method(D_METHOD("get_world_scale_x"), &SpineBone::get_world_scale_x);
ClassDB::bind_method(D_METHOD("get_world_scale_y"), &SpineBone::get_world_scale_y);
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("apply_world_transform_2d", "node2d"), &SpineBone::apply_world_transform_2d);
ClassDB::bind_method(D_METHOD("get_godot_transform"), &SpineBone::get_godot_transform);
ClassDB::bind_method(D_METHOD("set_godot_transform", "local_transform"), &SpineBone::set_godot_transform);
ClassDB::bind_method(D_METHOD("get_godot_global_transform"), &SpineBone::get_godot_global_transform);
ClassDB::bind_method(D_METHOD("set_godot_global_transform", "global_transform"), &SpineBone::set_godot_global_transform);
}
SpineBone::SpineBone() : bone(nullptr), sprite(nullptr) {}
SpineBone::~SpineBone() {}
void SpineBone::set_spine_sprite(SpineSprite* _sprite) {
this->sprite = _sprite;
}
void SpineBone::update_world_transform() {
SPINE_CHECK(bone,)
bone->updateWorldTransform();
}
void SpineBone::set_to_setup_pose() {
SPINE_CHECK(bone,)
bone->setToSetupPose();
}
Vector2 SpineBone::world_to_local(Vector2 world_position) {
SPINE_CHECK(bone, Vector2())
float x, y;
bone->worldToLocal(world_position.x, world_position.y, x, y);
return Vector2(x, y);
}
Vector2 SpineBone::local_to_world(Vector2 local_position) {
SPINE_CHECK(bone, Vector2())
float x, y;
bone->localToWorld(local_position.x, local_position.y, x, y);
return Vector2(x, y);
}
float SpineBone::world_to_local_rotation(float world_rotation) {
SPINE_CHECK(bone, 0)
return bone->worldToLocalRotation(world_rotation);
}
float SpineBone::local_to_world_rotation(float local_rotation) {
SPINE_CHECK(bone, 0)
return bone->localToWorldRotation(local_rotation);
}
void SpineBone::rotate_world(float degrees) {
SPINE_CHECK(bone,)
bone->rotateWorld(degrees);
}
float SpineBone::get_world_to_local_rotation_x() {
SPINE_CHECK(bone, 0)
return bone->getWorldToLocalRotationX();
}
float SpineBone::get_world_to_local_rotation_y() {
SPINE_CHECK(bone, 0)
return bone->getWorldToLocalRotationY();
}
Ref<SpineBoneData> SpineBone::get_data() {
SPINE_CHECK(bone, nullptr)
auto &bone_data = bone->getData();
Ref<SpineBoneData> bone_data_ref(memnew(SpineBoneData));
bone_data_ref->set_spine_object(&bone_data);
return bone_data_ref;
}
Ref<SpineSkeleton> SpineBone::get_skeleton() {
SPINE_CHECK(bone, nullptr)
auto &skeleton = bone->getSkeleton();
Ref<SpineSkeleton> skeleton_ref(memnew(SpineSkeleton));
skeleton_ref->set_spine_object(&skeleton);
skeleton_ref->set_spine_sprite(sprite);
return skeleton_ref;
}
Ref<SpineBone> SpineBone::get_parent() {
SPINE_CHECK(bone, nullptr)
auto parent = bone->getParent();
if (!parent) return nullptr;
Ref<SpineBone> parent_ref(memnew(SpineBone));
parent_ref->set_spine_object(parent);
parent_ref->set_spine_sprite(sprite);
return parent_ref;
}
Array SpineBone::get_children() {
Array result;
SPINE_CHECK(bone, result)
auto children = bone->getChildren();
result.resize((int)children.size());
for (int i = 0; i < children.size(); ++i) {
auto child = children[i];
Ref<SpineBone> bone_ref(memnew(SpineBone));
bone_ref->set_spine_object(child);
bone_ref->set_spine_sprite(sprite);
result[i] = bone_ref;
}
return result;
}
float SpineBone::get_x() {
SPINE_CHECK(bone, 0)
return bone->getX();
}
void SpineBone::set_x(float v) {
SPINE_CHECK(bone,)
bone->setX(v);
}
float SpineBone::get_y() {
SPINE_CHECK(bone, 0)
return bone->getY();
}
void SpineBone::set_y(float v) {
SPINE_CHECK(bone,)
bone->setY(v);
}
float SpineBone::get_rotation() {
SPINE_CHECK(bone, 0)
return bone->getRotation();
}
void SpineBone::set_rotation(float v) {
SPINE_CHECK(bone,)
bone->setRotation(v);
}
float SpineBone::get_scale_x() {
SPINE_CHECK(bone, 0)
return bone->getScaleX();
}
void SpineBone::set_scale_x(float v) {
SPINE_CHECK(bone,)
bone->setScaleX(v);
}
float SpineBone::get_scale_y() {
SPINE_CHECK(bone, 0)
return bone->getScaleY();
}
void SpineBone::set_scale_y(float v) {
SPINE_CHECK(bone,)
bone->setScaleY(v);
}
float SpineBone::get_shear_x() {
SPINE_CHECK(bone, 0)
return bone->getShearX();
}
void SpineBone::set_shear_x(float v) {
SPINE_CHECK(bone,)
bone->setShearX(v);
}
float SpineBone::get_shear_y() {
SPINE_CHECK(bone, 0)
return bone->getShearY();
}
void SpineBone::set_shear_y(float v) {
SPINE_CHECK(bone,)
bone->setShearY(v);
}
float SpineBone::get_applied_rotation() {
SPINE_CHECK(bone, 0)
return bone->getAppliedRotation();
}
void SpineBone::set_applied_rotation(float v) {
SPINE_CHECK(bone,)
bone->setAppliedRotation(v);
}
float SpineBone::get_a_x() {
SPINE_CHECK(bone, 0)
return bone->getAX();
}
void SpineBone::set_a_x(float v) {
SPINE_CHECK(bone,)
bone->setAX(v);
}
float SpineBone::get_a_y() {
SPINE_CHECK(bone, 0)
return bone->getAY();
}
void SpineBone::set_a_y(float v) {
SPINE_CHECK(bone,)
bone->setAY(v);
}
float SpineBone::get_a_scale_x() {
SPINE_CHECK(bone, 0)
return bone->getAScaleX();
}
void SpineBone::set_a_scale_x(float v) {
SPINE_CHECK(bone,)
bone->setAScaleX(v);
}
float SpineBone::get_a_scale_y() {
SPINE_CHECK(bone, 0)
return bone->getAScaleY();
}
void SpineBone::set_a_scale_y(float v) {
SPINE_CHECK(bone,)
bone->setAScaleY(v);
}
float SpineBone::get_a_shear_x() {
SPINE_CHECK(bone, 0)
return bone->getAShearX();
}
void SpineBone::set_a_shear_x(float v) {
SPINE_CHECK(bone,)
bone->setAShearX(v);
}
float SpineBone::get_a_shear_y() {
SPINE_CHECK(bone, 0)
return bone->getAShearY();
}
void SpineBone::set_a_shear_y(float v) {
SPINE_CHECK(bone,)
bone->setAShearY(v);
}
float SpineBone::get_a() {
SPINE_CHECK(bone, 0)
return bone->getA();
}
void SpineBone::set_a(float v) {
SPINE_CHECK(bone,)
bone->setA(v);
}
float SpineBone::get_b() {
SPINE_CHECK(bone, 0)
return bone->getB();
}
void SpineBone::set_b(float v) {
SPINE_CHECK(bone,)
bone->setB(v);
}
float SpineBone::get_c() {
SPINE_CHECK(bone, 0)
return bone->getC();
}
void SpineBone::set_c(float v) {
SPINE_CHECK(bone,)
bone->setC(v);
}
float SpineBone::get_d() {
SPINE_CHECK(bone, 0)
return bone->getD();
}
void SpineBone::set_d(float v) {
SPINE_CHECK(bone,)
bone->setD(v);
}
float SpineBone::get_world_x() {
SPINE_CHECK(bone, 0)
return bone->getWorldX();
}
void SpineBone::set_world_x(float v) {
SPINE_CHECK(bone,)
bone->setWorldX(v);
}
float SpineBone::get_world_y() {
SPINE_CHECK(bone, 0)
return bone->getWorldY();
}
void SpineBone::set_world_y(float v) {
SPINE_CHECK(bone,)
bone->setWorldY(v);
}
float SpineBone::get_world_rotation_x() {
SPINE_CHECK(bone, 0)
return bone->getWorldRotationX();
}
float SpineBone::get_world_rotation_y() {
SPINE_CHECK(bone, 0)
return bone->getWorldRotationY();
}
float SpineBone::get_world_scale_x() {
SPINE_CHECK(bone, 0)
return bone->getWorldScaleX();
}
float SpineBone::get_world_scale_y() {
SPINE_CHECK(bone, 0)
return bone->getWorldScaleY();
}
bool SpineBone::is_active() {
SPINE_CHECK(bone, false)
return bone->isActive();
}
void SpineBone::set_active(bool v) {
SPINE_CHECK(bone,)
bone->setActive(v);
}
// External feature functions
void SpineBone::apply_world_transform_2d(Variant o) {
SPINE_CHECK(bone,)
if (o.get_type() == Variant::OBJECT) {
auto node = (Node *) o;
if (node->is_class("Node2D")) {
auto node2d = (Node2D *) node;
// In godot the y-axis is nag to spine
node2d->set_transform(Transform2D(
get_a(), get_c(),
get_b(), get_d(),
get_world_x(), -get_world_y()));
// Fix the rotation
auto pos = node2d->get_position();
node2d->translate(-pos);
node2d->set_rotation(-node2d->get_rotation());
node2d->translate(pos);
}
}
}
Transform2D SpineBone::get_godot_transform() {
SPINE_CHECK(bone, Transform2D())
Transform2D trans;
trans.translate(get_x(), -get_y());
trans.rotate(Math::deg2rad(-get_rotation()));
trans.scale(Size2(get_scale_x(), get_scale_y()));
return trans;
}
void SpineBone::set_godot_transform(Transform2D trans) {
SPINE_CHECK(bone,)
Vector2 position = trans.get_origin();
position.y *= -1;
real_t rotation = trans.get_rotation();
rotation = Math::rad2deg(-rotation);
Vector2 scale_x_y = trans.get_scale();
set_x(position.x);
set_y(position.y);
set_rotation(rotation);
set_scale_x(scale_x_y.x);
set_scale_y(scale_x_y.y);
}
Transform2D SpineBone::get_godot_global_transform() {
SPINE_CHECK(bone, Transform2D())
if (!sprite) return get_godot_transform();
Transform2D result = sprite->get_transform();
result.translate(get_world_x(), -get_world_y());
result.rotate(Math::deg2rad(-get_world_rotation_x()));
result.scale(Vector2(get_world_scale_x(), get_world_scale_y()));
auto parent = sprite->get_parent() ? Object::cast_to<CanvasItem>(sprite->get_parent()) : nullptr;
if (parent) {
return parent->get_global_transform() * result;
}
return result;
}
void SpineBone::set_godot_global_transform(Transform2D transform) {
SPINE_CHECK(bone,)
if (!sprite) set_godot_transform(transform);
transform = sprite->get_global_transform().affine_inverse() * transform;
Vector2 position = transform.get_origin();
real_t rotation = transform.get_rotation();
Vector2 scale_x_y = transform.get_scale();
position.y *= -1;
auto parent = get_parent();
if (parent.is_valid()) {
position = parent->world_to_local(position);
if (parent->get_world_scale_x() != 0)
scale_x_y.x /= parent->get_world_scale_x();
else
ERR_PRINT("The parent scale.x is zero.");
if (parent->get_world_scale_y() != 0)
scale_x_y.y /= parent->get_world_scale_y();
else
ERR_PRINT("The parent scale.y is zero.");
}
rotation = world_to_local_rotation(Math::rad2deg(-rotation));
set_x(position.x);
set_y(position.y);
set_rotation(rotation);
set_scale_x(scale_x_y.x);
set_scale_y(scale_x_y.y);
}