mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 10:16:01 +08:00
228 lines
9.4 KiB
C++
228 lines
9.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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 "SpineConstant.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("world_to_local", "world_position"), &SpineBone::world_to_local);
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ClassDB::bind_method(D_METHOD("world_to_parent", "world_position"), &SpineBone::world_to_parent);
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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("parent_to_world", "local_position"), &SpineBone::parent_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_data"), &SpineBone::get_data);
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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_pose"), &SpineBone::get_pose);
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ClassDB::bind_method(D_METHOD("get_applied_pose"), &SpineBone::get_applied_pose);
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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("update", "skeleton", "physics"), &SpineBone::update);
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ClassDB::bind_method(D_METHOD("get_transform"), &SpineBone::get_transform);
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ClassDB::bind_method(D_METHOD("set_transform", "local_transform"), &SpineBone::set_transform);
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ClassDB::bind_method(D_METHOD("get_global_transform"), &SpineBone::get_global_transform);
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ClassDB::bind_method(D_METHOD("set_global_transform", "global_transform"), &SpineBone::set_global_transform);
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}
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Vector2 SpineBone::world_to_local(Vector2 world_position) {
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SPINE_CHECK(get_spine_object(), Vector2())
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float x, y;
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get_spine_object()->getAppliedPose().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::world_to_parent(Vector2 world_position) {
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SPINE_CHECK(get_spine_object(), Vector2())
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float x, y;
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get_spine_object()->getAppliedPose().worldToParent(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(get_spine_object(), Vector2())
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float x, y;
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get_spine_object()->getAppliedPose().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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Vector2 SpineBone::parent_to_world(Vector2 local_position) {
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SPINE_CHECK(get_spine_object(), Vector2())
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float x, y;
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get_spine_object()->getAppliedPose().parentToWorld(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(get_spine_object(), 0)
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return get_spine_object()->getAppliedPose().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(get_spine_object(), 0)
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return get_spine_object()->getAppliedPose().localToWorldRotation(local_rotation);
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}
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void SpineBone::rotate_world(float degrees) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->getAppliedPose().rotateWorld(degrees);
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}
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Ref<SpineBoneData> SpineBone::get_data() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &bone_data = get_spine_object()->getData();
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Ref<SpineBoneData> bone_data_ref(memnew(SpineBoneData));
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bone_data_ref->set_spine_object(*get_spine_owner()->get_skeleton_data_res(), &bone_data);
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return bone_data_ref;
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}
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Ref<SpineBone> SpineBone::get_parent() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto parent = get_spine_object()->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(get_spine_owner(), parent);
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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(get_spine_object(), result)
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auto &children = get_spine_object()->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(get_spine_owner(), child);
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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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Ref<SpineBoneLocal> SpineBone::get_pose() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &pose = get_spine_object()->getPose();
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Ref<SpineBoneLocal> pose_ref(memnew(SpineBoneLocal));
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pose_ref->set_spine_object(get_spine_owner(), &pose);
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return pose_ref;
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}
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Ref<SpineBonePose> SpineBone::get_applied_pose() {
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SPINE_CHECK(get_spine_object(), nullptr)
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auto &applied_pose = get_spine_object()->getAppliedPose();
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Ref<SpineBonePose> pose_ref(memnew(SpineBonePose));
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pose_ref->set_spine_object(get_spine_owner(), &applied_pose);
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return pose_ref;
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}
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bool SpineBone::is_active() {
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SPINE_CHECK(get_spine_object(), false)
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return get_spine_object()->isActive();
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}
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void SpineBone::set_active(bool v) {
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SPINE_CHECK(get_spine_object(), )
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get_spine_object()->setActive(v);
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}
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Transform2D SpineBone::get_transform() {
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SPINE_CHECK(get_spine_object(), Transform2D())
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Transform2D transform;
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auto &pose = get_spine_object()->getPose();
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transform.rotate(spine::MathUtil::Deg_Rad * pose.getRotation());
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transform.scale(Size2(pose.getScaleX(), pose.getScaleY()));
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transform.set_origin(Vector2(pose.getX(), pose.getY()));
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return transform;
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}
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void SpineBone::set_transform(Transform2D transform) {
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SPINE_CHECK(get_spine_object(), )
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Vector2 position = transform.get_origin();
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float rotation = spine::MathUtil::Rad_Deg * transform.get_rotation();
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Vector2 scale = transform.get_scale();
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auto &pose = get_spine_object()->getPose();
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pose.setX(position.x);
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pose.setY(position.y);
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pose.setRotation(rotation);
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pose.setScaleX(scale.x);
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pose.setScaleY(scale.y);
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get_spine_owner()->set_modified_bones();
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}
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Transform2D SpineBone::get_global_transform() {
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SPINE_CHECK(get_spine_object(), Transform2D())
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if (!get_spine_owner()) return get_transform();
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if (!get_spine_owner()->is_visible_in_tree()) return get_transform();
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Transform2D local;
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auto &applied_pose = get_spine_object()->getAppliedPose();
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local.rotate(spine::MathUtil::Deg_Rad * applied_pose.getWorldRotationX());
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local.scale(Vector2(applied_pose.getWorldScaleX(), applied_pose.getWorldScaleY()));
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local.set_origin(Vector2(applied_pose.getWorldX(), applied_pose.getWorldY()));
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return get_spine_owner()->get_global_transform() * local;
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}
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void SpineBone::set_global_transform(Transform2D transform) {
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SPINE_CHECK(get_spine_object(), )
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if (!get_spine_owner()) set_transform(transform);
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if (!get_spine_owner()->is_visible_in_tree()) return;
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auto bone = get_spine_object();
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Transform2D inverse_sprite_transform = get_spine_owner()->get_global_transform().affine_inverse();
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transform = inverse_sprite_transform * transform;
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Vector2 position = transform.get_origin();
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float rotation = spine::MathUtil::Rad_Deg * transform.get_rotation();
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Vector2 scale = transform.get_scale();
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Vector2 local_position = position;
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float local_rotation = bone->getAppliedPose().worldToLocalRotation(rotation) - 180;
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Vector2 local_scale = scale;
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spine::Bone *parent = bone->getParent();
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if (parent) {
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parent->getAppliedPose().worldToLocal(local_position.x, local_position.y, local_position.x, local_position.y);
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}
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bone->getPose().setX(local_position.x);
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bone->getPose().setY(local_position.y);
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bone->getPose().setRotation(local_rotation);
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bone->getPose().setScaleX(local_scale.x);
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bone->getPose().setScaleY(local_scale.y);
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get_spine_owner()->set_modified_bones();
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}
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void SpineBone::update(Ref<SpineSkeleton> skeleton, SpineConstant::Physics physics) {
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SPINE_CHECK(get_spine_object(), )
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SPINE_CHECK(skeleton.is_valid() && skeleton->get_spine_object(), )
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get_spine_object()->update(*skeleton->get_spine_object(), (spine::Physics) physics);
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}
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