mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-05 02:06:53 +08:00
- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes - Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes - Updated all spine-c based runtime READMEs with new usage and example instructions - Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated - Renamed spine-cocos2d-iphone to spine-cocos2d-iphone Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory Added Visual Studio support to CMake build Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00 * Added CMake build for spine-c and spine-sfml * Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still * Added transform constraint rotate, scale, and shear offsets and mixes * Added spTransformConstraintTimeline * Added bone shearing * Added spShearTimeline * Changed spSkeleton_updateCache * Changed JSON format, see http://esotericsoftware.com/spine-json-format Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet Fixed spine-cocos2dx Visual Studio projects Reworked cocos2dx dependency resolution Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example Updated spine-sfml README with instructions for Windows Updated spine-sfml README with instructions for Linux and Mac OS X Fixed README formatting More formatting, sorry, can't preview markdown... More README changes Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README Updated spine-cocos2d-objc README Added context when exceptions are thrown during attachment and animation parsing. Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version. [Unity] Update BoneFollower Added coverting linkedmesh to weightedlinkedmesh. [LUA] AnimationState trackCount bugfixes (#466) * resolved conflict * made trackCount keep count, not maximum track index. Prettier with varargs. Updated .gitignore to exclude cocos2dx dependencies Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
224 lines
7.6 KiB
C
224 lines
7.6 KiB
C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Bone.h>
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#include <spine/extension.h>
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#include <stdio.h>
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static int yDown;
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void spBone_setYDown (int value) {
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yDown = value;
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}
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int spBone_isYDown () {
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return yDown;
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}
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spBone* spBone_create (spBoneData* data, spSkeleton* skeleton, spBone* parent) {
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spBone* self = NEW(spBone);
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CONST_CAST(spBoneData*, self->data) = data;
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CONST_CAST(spSkeleton*, self->skeleton) = skeleton;
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CONST_CAST(spBone*, self->parent) = parent;
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spBone_setToSetupPose(self);
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return self;
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}
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void spBone_dispose (spBone* self) {
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FREE(self);
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}
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void spBone_updateWorldTransform (spBone* self) {
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spBone_updateWorldTransformWith(self, self->x, self->y, self->rotation, self->scaleX, self->scaleY, self->shearX, self->shearY);
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}
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void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
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float cosine, sine;
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float rotationY = rotation + 90 + shearY;
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float la = COS_DEG(rotation + shearX) * scaleX, lb = COS_DEG(rotationY) * scaleY;
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float lc = SIN_DEG(rotation + shearX) * scaleX, ld = SIN_DEG(rotationY) * scaleY;
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float pa, pb, pc, pd, temp;
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spBone* parent = self->parent;
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CONST_CAST(float, self->appliedRotation) = rotation;
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CONST_CAST(float, self->appliedScaleX) = scaleX;
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CONST_CAST(float, self->appliedScaleY) = scaleY;
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if (!parent) { /* Root bone. */
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if (self->skeleton->flipX) {
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x = -x;
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la = -la;
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lb = -lb;
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}
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if (self->skeleton->flipY != yDown) {
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y = -y;
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lc = -lc;
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ld = -ld;
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}
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CONST_CAST(float, self->a) = la;
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CONST_CAST(float, self->b) = lb;
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CONST_CAST(float, self->c) = lc;
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CONST_CAST(float, self->d) = ld;
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CONST_CAST(float, self->worldX) = x;
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CONST_CAST(float, self->worldY) = y;
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CONST_CAST(float, self->worldSignX) = scaleX > 0 ? 1.0f : -1.0f;
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CONST_CAST(float, self->worldSignY) = scaleY > 0 ? 1.0f : -1.0f;
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return;
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}
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pa = parent->a;
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pb = parent->b;
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pc = parent->c;
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pd = parent->d;
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CONST_CAST(float, self->worldX) = pa * x + pb * y + parent->worldX;
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CONST_CAST(float, self->worldY) = pc * x + pd * y + parent->worldY;
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CONST_CAST(float, self->worldSignX) = parent->worldSignX * (scaleX > 0 ? 1 : -1);
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CONST_CAST(float, self->worldSignY) = parent->worldSignY * (scaleY > 0 ? 1 : -1);
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if (self->data->inheritRotation && self->data->inheritScale) {
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CONST_CAST(float, self->a) = pa * la + pb * lc;
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CONST_CAST(float, self->b) = pa * lb + pb * ld;
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CONST_CAST(float, self->c) = pc * la + pd * lc;
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CONST_CAST(float, self->d) = pc * lb + pd * ld;
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} else {
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if (self->data->inheritRotation) { /* No scale inheritance. */
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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do {
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cosine = COS_DEG(parent->appliedRotation); sine = SIN_DEG(parent->appliedRotation);
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temp = pa * cosine + pb * sine;
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pb = pa * -sine + pb * cosine;
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pa = temp;
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temp = pc * cosine + pd * sine;
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pd = pc * -sine + pd * cosine;
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pc = temp;
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if (!parent->data->inheritRotation) break;
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parent = parent->parent;
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} while (parent);
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CONST_CAST(float, self->a) = pa * la + pb * lc;
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CONST_CAST(float, self->b) = pa * lb + pb * ld;
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CONST_CAST(float, self->c) = pc * la + pd * lc;
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CONST_CAST(float, self->d) = pc * lb + pd * ld;
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} else if (self->data->inheritScale) { /* No rotation inheritance. */
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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do {
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float za, zb, zc, zd;
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float r = parent->appliedRotation;
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float psx = parent->appliedScaleX; float psy = parent->appliedScaleY;
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cosine = COS_DEG(r); sine = SIN_DEG(r);
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za = cosine * psx; zb = -sine * psy; zc = sine * psx; zd = cosine * psy;
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temp = pa * za + pb * zc;
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pb = pa * zb + pb * zd;
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pa = temp;
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temp = pc * za + pd * zc;
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pd = pc * zb + pd * zd;
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pc = temp;
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if (psx < 0) r = -r;
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cosine = COS_DEG(-r);
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sine = SIN_DEG(-r);
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temp = pa * cosine + pb * sine;
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pb = pa * -sine + pb * cosine;
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pa = temp;
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temp = pc * cosine + pd * sine;
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pd = pc * -sine + pd * cosine;
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pc = temp;
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if (!parent->data->inheritScale) break;
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parent = parent->parent;
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} while (parent);
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CONST_CAST(float, self->a) = pa * la + pb * lc;
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CONST_CAST(float, self->b) = pa * lb + pb * ld;
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CONST_CAST(float, self->c) = pc * la + pd * lc;
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CONST_CAST(float, self->d) = pc * lb + pd * ld;
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} else {
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CONST_CAST(float, self->a) = la;
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CONST_CAST(float, self->b) = lb;
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CONST_CAST(float, self->c) = lc;
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CONST_CAST(float, self->d) = ld;
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}
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if (self->skeleton->flipX) {
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CONST_CAST(float, self->a) = -self->a;
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CONST_CAST(float, self->b) = -self->b;
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}
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if (self->skeleton->flipY != yDown) {
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CONST_CAST(float, self->c) = -self->c;
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CONST_CAST(float, self->d) = -self->d;
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}
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}
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}
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void spBone_setToSetupPose (spBone* self) {
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self->x = self->data->x;
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self->y = self->data->y;
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self->rotation = self->data->rotation;
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self->scaleX = self->data->scaleX;
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self->scaleY = self->data->scaleY;
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self->shearX = self->data->shearX;
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self->shearY = self->data->shearY;
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}
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float spBone_getWorldRotationX (spBone* self) {
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return ATAN2(self->c, self->a) * RAD_DEG;
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}
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float spBone_getWorldRotationY (spBone* self) {
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return ATAN2(self->d, self->b) * RAD_DEG;
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}
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float spBone_getWorldScaleX (spBone* self) {
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return SQRT(self->a * self->a + self->b * self->b) * self->worldSignX;
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}
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float spBone_getWorldScaleY (spBone* self) {
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return SQRT(self->c * self->c + self->d * self->d) * self->worldSignY;
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}
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void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY) {
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float x = worldX - self->worldX, y = worldY - self->worldY;
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float a = self->a, b = self->b, c = self->c, d = self->d;
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float invDet = 1 / (a * d - b * c);
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*localX = (x * d * invDet - y * b * invDet);
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*localY = (y * a * invDet - x * c * invDet);
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}
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void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY) {
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float x = localX, y = localY;
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*worldX = x * self->a + y * self->b + self->worldX;
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*worldY = x * self->c + y * self->d + self->worldY;
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}
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