2025-10-01 15:24:00 +02:00

301 lines
11 KiB
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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 "SpineBonePose.h"
#include "SpineCommon.h"
#include "SpineSkeleton.h"
void SpineBonePose::_bind_methods() {
// BoneLocal methods
ClassDB::bind_method(D_METHOD("get_x"), &SpineBonePose::get_x);
ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineBonePose::set_x);
ClassDB::bind_method(D_METHOD("get_y"), &SpineBonePose::get_y);
ClassDB::bind_method(D_METHOD("set_y", "v"), &SpineBonePose::set_y);
ClassDB::bind_method(D_METHOD("get_rotation"), &SpineBonePose::get_rotation);
ClassDB::bind_method(D_METHOD("set_rotation", "v"), &SpineBonePose::set_rotation);
ClassDB::bind_method(D_METHOD("get_scale_x"), &SpineBonePose::get_scale_x);
ClassDB::bind_method(D_METHOD("set_scale_x", "v"), &SpineBonePose::set_scale_x);
ClassDB::bind_method(D_METHOD("get_scale_y"), &SpineBonePose::get_scale_y);
ClassDB::bind_method(D_METHOD("set_scale_y", "v"), &SpineBonePose::set_scale_y);
ClassDB::bind_method(D_METHOD("get_shear_x"), &SpineBonePose::get_shear_x);
ClassDB::bind_method(D_METHOD("set_shear_x", "v"), &SpineBonePose::set_shear_x);
ClassDB::bind_method(D_METHOD("get_shear_y"), &SpineBonePose::get_shear_y);
ClassDB::bind_method(D_METHOD("set_shear_y", "v"), &SpineBonePose::set_shear_y);
ClassDB::bind_method(D_METHOD("get_inherit"), &SpineBonePose::get_inherit);
ClassDB::bind_method(D_METHOD("set_inherit", "v"), &SpineBonePose::set_inherit);
// BonePose specific methods
ClassDB::bind_method(D_METHOD("get_a"), &SpineBonePose::get_a);
ClassDB::bind_method(D_METHOD("set_a", "v"), &SpineBonePose::set_a);
ClassDB::bind_method(D_METHOD("get_b"), &SpineBonePose::get_b);
ClassDB::bind_method(D_METHOD("set_b", "v"), &SpineBonePose::set_b);
ClassDB::bind_method(D_METHOD("get_c"), &SpineBonePose::get_c);
ClassDB::bind_method(D_METHOD("set_c", "v"), &SpineBonePose::set_c);
ClassDB::bind_method(D_METHOD("get_d"), &SpineBonePose::get_d);
ClassDB::bind_method(D_METHOD("set_d", "v"), &SpineBonePose::set_d);
ClassDB::bind_method(D_METHOD("get_world_x"), &SpineBonePose::get_world_x);
ClassDB::bind_method(D_METHOD("set_world_x", "v"), &SpineBonePose::set_world_x);
ClassDB::bind_method(D_METHOD("get_world_y"), &SpineBonePose::get_world_y);
ClassDB::bind_method(D_METHOD("set_world_y", "v"), &SpineBonePose::set_world_y);
ClassDB::bind_method(D_METHOD("get_world_rotation_x"), &SpineBonePose::get_world_rotation_x);
ClassDB::bind_method(D_METHOD("get_world_rotation_y"), &SpineBonePose::get_world_rotation_y);
ClassDB::bind_method(D_METHOD("get_world_scale_x"), &SpineBonePose::get_world_scale_x);
ClassDB::bind_method(D_METHOD("get_world_scale_y"), &SpineBonePose::get_world_scale_y);
// Transformation methods
ClassDB::bind_method(D_METHOD("world_to_local", "world_position"), &SpineBonePose::world_to_local);
ClassDB::bind_method(D_METHOD("local_to_world", "local_position"), &SpineBonePose::local_to_world);
ClassDB::bind_method(D_METHOD("world_to_parent", "world_position"), &SpineBonePose::world_to_parent);
ClassDB::bind_method(D_METHOD("parent_to_world", "parent_position"), &SpineBonePose::parent_to_world);
ClassDB::bind_method(D_METHOD("world_to_local_rotation", "world_rotation"), &SpineBonePose::world_to_local_rotation);
ClassDB::bind_method(D_METHOD("local_to_world_rotation", "local_rotation"), &SpineBonePose::local_to_world_rotation);
ClassDB::bind_method(D_METHOD("rotate_world", "degrees"), &SpineBonePose::rotate_world);
// Update methods
ClassDB::bind_method(D_METHOD("update_world_transform", "skeleton"), &SpineBonePose::update_world_transform);
ClassDB::bind_method(D_METHOD("update_local_transform", "skeleton"), &SpineBonePose::update_local_transform);
}
// BoneLocal properties
float SpineBonePose::get_x() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getX();
}
void SpineBonePose::set_x(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setX(v);
}
float SpineBonePose::get_y() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getY();
}
void SpineBonePose::set_y(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setY(v);
}
float SpineBonePose::get_rotation() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getRotation();
}
void SpineBonePose::set_rotation(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setRotation(v);
}
float SpineBonePose::get_scale_x() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getScaleX();
}
void SpineBonePose::set_scale_x(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setScaleX(v);
}
float SpineBonePose::get_scale_y() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getScaleY();
}
void SpineBonePose::set_scale_y(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setScaleY(v);
}
float SpineBonePose::get_shear_x() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getShearX();
}
void SpineBonePose::set_shear_x(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setShearX(v);
}
float SpineBonePose::get_shear_y() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getShearY();
}
void SpineBonePose::set_shear_y(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setShearY(v);
}
SpineConstant::Inherit SpineBonePose::get_inherit() {
SPINE_CHECK(get_spine_object(), SpineConstant::Inherit_Normal)
return (SpineConstant::Inherit) get_spine_object()->getInherit();
}
void SpineBonePose::set_inherit(SpineConstant::Inherit inherit) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setInherit((spine::Inherit) inherit);
}
// BonePose specific properties
float SpineBonePose::get_a() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getA();
}
void SpineBonePose::set_a(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setA(v);
}
float SpineBonePose::get_b() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getB();
}
void SpineBonePose::set_b(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setB(v);
}
float SpineBonePose::get_c() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getC();
}
void SpineBonePose::set_c(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setC(v);
}
float SpineBonePose::get_d() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getD();
}
void SpineBonePose::set_d(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setD(v);
}
float SpineBonePose::get_world_x() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getWorldX();
}
void SpineBonePose::set_world_x(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setWorldX(v);
}
float SpineBonePose::get_world_y() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getWorldY();
}
void SpineBonePose::set_world_y(float v) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->setWorldY(v);
}
float SpineBonePose::get_world_rotation_x() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getWorldRotationX();
}
float SpineBonePose::get_world_rotation_y() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getWorldRotationY();
}
float SpineBonePose::get_world_scale_x() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getWorldScaleX();
}
float SpineBonePose::get_world_scale_y() {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->getWorldScaleY();
}
// Transformation methods
Vector2 SpineBonePose::world_to_local(Vector2 world_position) {
SPINE_CHECK(get_spine_object(), Vector2())
float x, y;
get_spine_object()->worldToLocal(world_position.x, world_position.y, x, y);
return Vector2(x, y);
}
Vector2 SpineBonePose::local_to_world(Vector2 local_position) {
SPINE_CHECK(get_spine_object(), Vector2())
float x, y;
get_spine_object()->localToWorld(local_position.x, local_position.y, x, y);
return Vector2(x, y);
}
Vector2 SpineBonePose::world_to_parent(Vector2 world_position) {
SPINE_CHECK(get_spine_object(), Vector2())
float x, y;
get_spine_object()->worldToParent(world_position.x, world_position.y, x, y);
return Vector2(x, y);
}
Vector2 SpineBonePose::parent_to_world(Vector2 parent_position) {
SPINE_CHECK(get_spine_object(), Vector2())
float x, y;
get_spine_object()->parentToWorld(parent_position.x, parent_position.y, x, y);
return Vector2(x, y);
}
float SpineBonePose::world_to_local_rotation(float world_rotation) {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->worldToLocalRotation(world_rotation);
}
float SpineBonePose::local_to_world_rotation(float local_rotation) {
SPINE_CHECK(get_spine_object(), 0)
return get_spine_object()->localToWorldRotation(local_rotation);
}
void SpineBonePose::rotate_world(float degrees) {
SPINE_CHECK(get_spine_object(), )
get_spine_object()->rotateWorld(degrees);
}
void SpineBonePose::update_world_transform(Ref<SpineSkeleton> skeleton) {
SPINE_CHECK(get_spine_object(), )
SPINE_CHECK(skeleton.is_valid() && skeleton->get_spine_object(), )
get_spine_object()->updateWorldTransform(*skeleton->get_spine_object());
}
void SpineBonePose::update_local_transform(Ref<SpineSkeleton> skeleton) {
SPINE_CHECK(get_spine_object(), )
SPINE_CHECK(skeleton.is_valid() && skeleton->get_spine_object(), )
get_spine_object()->updateLocalTransform(*skeleton->get_spine_object());
}