mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
518 lines
16 KiB
C++
518 lines
16 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpineBone.h"
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#include "SpineSprite.h"
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#include "SpineSkeleton.h"
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#include "SpineCommon.h"
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void SpineBone::_bind_methods() {
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ClassDB::bind_method(D_METHOD("update_world_transform"), &SpineBone::update_world_transform);
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ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineBone::set_to_setup_pose);
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ClassDB::bind_method(D_METHOD("world_to_local", "world_position"), &SpineBone::world_to_local);
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ClassDB::bind_method(D_METHOD("local_to_world", "local_position"), &SpineBone::local_to_world);
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ClassDB::bind_method(D_METHOD("world_to_local_rotation", "world_rotation"), &SpineBone::world_to_local_rotation);
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ClassDB::bind_method(D_METHOD("local_to_world_rotation", "local_rotation"), &SpineBone::local_to_world_rotation);
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ClassDB::bind_method(D_METHOD("rotate_world"), &SpineBone::rotate_world);
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ClassDB::bind_method(D_METHOD("get_world_to_local_rotation_x"), &SpineBone::get_world_to_local_rotation_x);
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ClassDB::bind_method(D_METHOD("get_world_to_local_rotation_y"), &SpineBone::get_world_to_local_rotation_y);
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ClassDB::bind_method(D_METHOD("get_data"), &SpineBone::get_data);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &SpineBone::get_skeleton);
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ClassDB::bind_method(D_METHOD("get_parent"), &SpineBone::get_parent);
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ClassDB::bind_method(D_METHOD("get_children"), &SpineBone::get_children);
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ClassDB::bind_method(D_METHOD("get_x"), &SpineBone::get_x);
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ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineBone::set_x);
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ClassDB::bind_method(D_METHOD("get_y"), &SpineBone::get_y);
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ClassDB::bind_method(D_METHOD("set_y", "v"), &SpineBone::set_y);
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ClassDB::bind_method(D_METHOD("get_rotation"), &SpineBone::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation", "v"), &SpineBone::set_rotation);
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ClassDB::bind_method(D_METHOD("get_scale_x"), &SpineBone::get_scale_x);
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ClassDB::bind_method(D_METHOD("set_scale_x", "v"), &SpineBone::set_scale_x);
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ClassDB::bind_method(D_METHOD("get_scale_y"), &SpineBone::get_scale_y);
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ClassDB::bind_method(D_METHOD("set_scale_y", "v"), &SpineBone::set_scale_y);
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ClassDB::bind_method(D_METHOD("get_shear_x"), &SpineBone::get_shear_x);
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ClassDB::bind_method(D_METHOD("set_shear_x", "v"), &SpineBone::set_shear_x);
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ClassDB::bind_method(D_METHOD("get_shear_y"), &SpineBone::get_shear_y);
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ClassDB::bind_method(D_METHOD("set_shear_y", "v"), &SpineBone::set_shear_y);
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ClassDB::bind_method(D_METHOD("get_applied_rotation"), &SpineBone::get_applied_rotation);
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ClassDB::bind_method(D_METHOD("set_applied_rotation", "v"), &SpineBone::set_applied_rotation);
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ClassDB::bind_method(D_METHOD("get_a_x"), &SpineBone::get_a_x);
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ClassDB::bind_method(D_METHOD("set_a_x", "v"), &SpineBone::set_a_x);
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ClassDB::bind_method(D_METHOD("get_a_y"), &SpineBone::get_a_y);
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ClassDB::bind_method(D_METHOD("set_a_y", "v"), &SpineBone::set_a_y);
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ClassDB::bind_method(D_METHOD("get_a_scale_x"), &SpineBone::get_a_scale_x);
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ClassDB::bind_method(D_METHOD("set_a_scale_x", "v"), &SpineBone::set_a_scale_x);
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ClassDB::bind_method(D_METHOD("get_a_scale_y"), &SpineBone::get_a_scale_y);
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ClassDB::bind_method(D_METHOD("set_a_scale_y", "v"), &SpineBone::set_a_scale_y);
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ClassDB::bind_method(D_METHOD("get_a_shear_x"), &SpineBone::get_a_shear_x);
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ClassDB::bind_method(D_METHOD("set_a_shear_x", "v"), &SpineBone::set_a_shear_x);
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ClassDB::bind_method(D_METHOD("get_a_shear_y"), &SpineBone::get_a_shear_y);
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ClassDB::bind_method(D_METHOD("set_a_shear_y", "v"), &SpineBone::set_a_shear_y);
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ClassDB::bind_method(D_METHOD("get_a"), &SpineBone::get_a);
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ClassDB::bind_method(D_METHOD("set_a", "v"), &SpineBone::set_a);
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ClassDB::bind_method(D_METHOD("get_b"), &SpineBone::get_b);
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ClassDB::bind_method(D_METHOD("set_b", "v"), &SpineBone::set_b);
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ClassDB::bind_method(D_METHOD("get_c"), &SpineBone::get_c);
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ClassDB::bind_method(D_METHOD("set_c", "v"), &SpineBone::set_c);
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ClassDB::bind_method(D_METHOD("get_d"), &SpineBone::get_d);
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ClassDB::bind_method(D_METHOD("set_d", "v"), &SpineBone::set_d);
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ClassDB::bind_method(D_METHOD("get_world_x"), &SpineBone::get_world_x);
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ClassDB::bind_method(D_METHOD("set_world_x", "v"), &SpineBone::set_world_x);
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ClassDB::bind_method(D_METHOD("get_world_y"), &SpineBone::get_world_y);
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ClassDB::bind_method(D_METHOD("set_world_y", "v"), &SpineBone::set_world_y);
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ClassDB::bind_method(D_METHOD("get_world_rotation_x"), &SpineBone::get_world_rotation_x);
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ClassDB::bind_method(D_METHOD("get_world_rotation_y"), &SpineBone::get_world_rotation_y);
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ClassDB::bind_method(D_METHOD("get_world_scale_x"), &SpineBone::get_world_scale_x);
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ClassDB::bind_method(D_METHOD("get_world_scale_y"), &SpineBone::get_world_scale_y);
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ClassDB::bind_method(D_METHOD("is_active"), &SpineBone::is_active);
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ClassDB::bind_method(D_METHOD("set_active", "v"), &SpineBone::set_active);
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ClassDB::bind_method(D_METHOD("apply_world_transform_2d", "node2d"), &SpineBone::apply_world_transform_2d);
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ClassDB::bind_method(D_METHOD("get_godot_transform"), &SpineBone::get_godot_transform);
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ClassDB::bind_method(D_METHOD("set_godot_transform", "local_transform"), &SpineBone::set_godot_transform);
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ClassDB::bind_method(D_METHOD("get_godot_global_transform"), &SpineBone::get_godot_global_transform);
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ClassDB::bind_method(D_METHOD("set_godot_global_transform", "global_transform"), &SpineBone::set_godot_global_transform);
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}
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SpineBone::SpineBone() : bone(nullptr), sprite(nullptr) {}
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SpineBone::~SpineBone() {}
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void SpineBone::set_spine_sprite(SpineSprite* _sprite) {
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this->sprite = _sprite;
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}
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void SpineBone::update_world_transform() {
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SPINE_CHECK(bone,)
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bone->updateWorldTransform();
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}
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void SpineBone::set_to_setup_pose() {
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SPINE_CHECK(bone,)
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bone->setToSetupPose();
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}
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Vector2 SpineBone::world_to_local(Vector2 world_position) {
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SPINE_CHECK(bone, Vector2())
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float x, y;
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bone->worldToLocal(world_position.x, world_position.y, x, y);
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return Vector2(x, y);
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}
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Vector2 SpineBone::local_to_world(Vector2 local_position) {
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SPINE_CHECK(bone, Vector2())
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float x, y;
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bone->localToWorld(local_position.x, local_position.y, x, y);
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return Vector2(x, y);
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}
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float SpineBone::world_to_local_rotation(float world_rotation) {
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SPINE_CHECK(bone, 0)
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return bone->worldToLocalRotation(world_rotation);
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}
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float SpineBone::local_to_world_rotation(float local_rotation) {
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SPINE_CHECK(bone, 0)
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return bone->localToWorldRotation(local_rotation);
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}
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void SpineBone::rotate_world(float degrees) {
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SPINE_CHECK(bone,)
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bone->rotateWorld(degrees);
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}
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float SpineBone::get_world_to_local_rotation_x() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldToLocalRotationX();
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}
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float SpineBone::get_world_to_local_rotation_y() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldToLocalRotationY();
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}
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Ref<SpineBoneData> SpineBone::get_data() {
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SPINE_CHECK(bone, nullptr)
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auto &bone_data = bone->getData();
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Ref<SpineBoneData> bone_data_ref(memnew(SpineBoneData));
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bone_data_ref->set_spine_object(&bone_data);
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return bone_data_ref;
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}
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Ref<SpineSkeleton> SpineBone::get_skeleton() {
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SPINE_CHECK(bone, nullptr)
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auto &skeleton = bone->getSkeleton();
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Ref<SpineSkeleton> skeleton_ref(memnew(SpineSkeleton));
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skeleton_ref->set_spine_object(&skeleton);
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skeleton_ref->set_spine_sprite(sprite);
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return skeleton_ref;
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}
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Ref<SpineBone> SpineBone::get_parent() {
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SPINE_CHECK(bone, nullptr)
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auto parent = bone->getParent();
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if (!parent) return nullptr;
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Ref<SpineBone> parent_ref(memnew(SpineBone));
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parent_ref->set_spine_object(parent);
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parent_ref->set_spine_sprite(sprite);
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return parent_ref;
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}
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Array SpineBone::get_children() {
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Array result;
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SPINE_CHECK(bone, result)
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auto children = bone->getChildren();
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result.resize((int)children.size());
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for (int i = 0; i < children.size(); ++i) {
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auto child = children[i];
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Ref<SpineBone> bone_ref(memnew(SpineBone));
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bone_ref->set_spine_object(child);
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bone_ref->set_spine_sprite(sprite);
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result[i] = bone_ref;
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}
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return result;
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}
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float SpineBone::get_x() {
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SPINE_CHECK(bone, 0)
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return bone->getX();
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}
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void SpineBone::set_x(float v) {
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SPINE_CHECK(bone,)
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bone->setX(v);
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}
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float SpineBone::get_y() {
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SPINE_CHECK(bone, 0)
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return bone->getY();
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}
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void SpineBone::set_y(float v) {
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SPINE_CHECK(bone,)
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bone->setY(v);
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}
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float SpineBone::get_rotation() {
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SPINE_CHECK(bone, 0)
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return bone->getRotation();
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}
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void SpineBone::set_rotation(float v) {
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SPINE_CHECK(bone,)
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bone->setRotation(v);
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}
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float SpineBone::get_scale_x() {
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SPINE_CHECK(bone, 0)
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return bone->getScaleX();
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}
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void SpineBone::set_scale_x(float v) {
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SPINE_CHECK(bone,)
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bone->setScaleX(v);
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}
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float SpineBone::get_scale_y() {
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SPINE_CHECK(bone, 0)
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return bone->getScaleY();
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}
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void SpineBone::set_scale_y(float v) {
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SPINE_CHECK(bone,)
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bone->setScaleY(v);
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}
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float SpineBone::get_shear_x() {
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SPINE_CHECK(bone, 0)
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return bone->getShearX();
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}
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void SpineBone::set_shear_x(float v) {
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SPINE_CHECK(bone,)
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bone->setShearX(v);
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}
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float SpineBone::get_shear_y() {
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SPINE_CHECK(bone, 0)
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return bone->getShearY();
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}
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void SpineBone::set_shear_y(float v) {
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SPINE_CHECK(bone,)
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bone->setShearY(v);
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}
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float SpineBone::get_applied_rotation() {
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SPINE_CHECK(bone, 0)
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return bone->getAppliedRotation();
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}
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void SpineBone::set_applied_rotation(float v) {
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SPINE_CHECK(bone,)
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bone->setAppliedRotation(v);
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}
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float SpineBone::get_a_x() {
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SPINE_CHECK(bone, 0)
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return bone->getAX();
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}
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void SpineBone::set_a_x(float v) {
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SPINE_CHECK(bone,)
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bone->setAX(v);
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}
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float SpineBone::get_a_y() {
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SPINE_CHECK(bone, 0)
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return bone->getAY();
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}
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void SpineBone::set_a_y(float v) {
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SPINE_CHECK(bone,)
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bone->setAY(v);
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}
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float SpineBone::get_a_scale_x() {
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SPINE_CHECK(bone, 0)
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return bone->getAScaleX();
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}
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void SpineBone::set_a_scale_x(float v) {
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SPINE_CHECK(bone,)
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bone->setAScaleX(v);
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}
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float SpineBone::get_a_scale_y() {
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SPINE_CHECK(bone, 0)
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return bone->getAScaleY();
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}
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void SpineBone::set_a_scale_y(float v) {
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SPINE_CHECK(bone,)
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bone->setAScaleY(v);
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}
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float SpineBone::get_a_shear_x() {
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SPINE_CHECK(bone, 0)
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return bone->getAShearX();
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}
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void SpineBone::set_a_shear_x(float v) {
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SPINE_CHECK(bone,)
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bone->setAShearX(v);
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}
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float SpineBone::get_a_shear_y() {
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SPINE_CHECK(bone, 0)
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return bone->getAShearY();
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}
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void SpineBone::set_a_shear_y(float v) {
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SPINE_CHECK(bone,)
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bone->setAShearY(v);
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}
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float SpineBone::get_a() {
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SPINE_CHECK(bone, 0)
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return bone->getA();
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}
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void SpineBone::set_a(float v) {
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SPINE_CHECK(bone,)
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bone->setA(v);
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}
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float SpineBone::get_b() {
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SPINE_CHECK(bone, 0)
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return bone->getB();
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}
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void SpineBone::set_b(float v) {
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SPINE_CHECK(bone,)
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bone->setB(v);
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}
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float SpineBone::get_c() {
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SPINE_CHECK(bone, 0)
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return bone->getC();
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}
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void SpineBone::set_c(float v) {
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SPINE_CHECK(bone,)
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bone->setC(v);
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}
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float SpineBone::get_d() {
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SPINE_CHECK(bone, 0)
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return bone->getD();
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}
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void SpineBone::set_d(float v) {
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SPINE_CHECK(bone,)
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bone->setD(v);
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}
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float SpineBone::get_world_x() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldX();
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}
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void SpineBone::set_world_x(float v) {
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SPINE_CHECK(bone,)
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bone->setWorldX(v);
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}
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float SpineBone::get_world_y() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldY();
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}
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void SpineBone::set_world_y(float v) {
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SPINE_CHECK(bone,)
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bone->setWorldY(v);
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}
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float SpineBone::get_world_rotation_x() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldRotationX();
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}
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float SpineBone::get_world_rotation_y() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldRotationY();
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}
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float SpineBone::get_world_scale_x() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldScaleX();
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}
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float SpineBone::get_world_scale_y() {
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SPINE_CHECK(bone, 0)
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return bone->getWorldScaleY();
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}
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bool SpineBone::is_active() {
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SPINE_CHECK(bone, false)
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return bone->isActive();
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}
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void SpineBone::set_active(bool v) {
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SPINE_CHECK(bone,)
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bone->setActive(v);
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}
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// External feature functions
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void SpineBone::apply_world_transform_2d(Variant o) {
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SPINE_CHECK(bone,)
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if (o.get_type() == Variant::OBJECT) {
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auto node = (Node *) o;
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if (node->is_class("Node2D")) {
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auto node2d = (Node2D *) node;
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// 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()));
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|
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);
|
|
}
|