/****************************************************************************** * 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. *****************************************************************************/ #ifndef SPINE_BONE_H_ #define SPINE_BONE_H_ #include #include #ifdef __cplusplus extern "C" { #endif struct spSkeleton; typedef struct spBone spBone; struct spBone { spBoneData* const data; struct spSkeleton* const skeleton; spBone* const parent; int childrenCount; spBone** const children; float x, y, rotation, scaleX, scaleY, shearX, shearY; float ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY; int /*bool*/ appliedValid; float const a, b, worldX; float const c, d, worldY; int/*bool*/ sorted; int/*bool*/ active; #ifdef __cplusplus spBone() : data(0), skeleton(0), parent(0), childrenCount(0), children(0), x(0), y(0), rotation(0), scaleX(0), scaleY(0), ax(0), ay(0), arotation(0), ascaleX(0), ascaleY(0), ashearX(0), ashearY(0), appliedValid(0), a(0), b(0), worldX(0), c(0), d(0), worldY(0), sorted(0), active(0) { } #endif }; SP_API void spBone_setYDown (int/*bool*/yDown); SP_API int/*bool*/spBone_isYDown (); /* @param parent May be 0. */ SP_API spBone* spBone_create (spBoneData* data, struct spSkeleton* skeleton, spBone* parent); SP_API void spBone_dispose (spBone* self); SP_API void spBone_setToSetupPose (spBone* self); SP_API void spBone_updateWorldTransform (spBone* self); SP_API void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY); SP_API float spBone_getWorldRotationX (spBone* self); SP_API float spBone_getWorldRotationY (spBone* self); SP_API float spBone_getWorldScaleX (spBone* self); SP_API float spBone_getWorldScaleY (spBone* self); SP_API void spBone_updateAppliedTransform (spBone* self); SP_API void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY); SP_API void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY); SP_API float spBone_worldToLocalRotation (spBone* self, float worldRotation); SP_API float spBone_localToWorldRotation (spBone* self, float localRotation); SP_API void spBone_rotateWorld (spBone* self, float degrees); #ifdef SPINE_SHORT_NAMES typedef spBone Bone; #define Bone_setYDown(...) spBone_setYDown(__VA_ARGS__) #define Bone_isYDown() spBone_isYDown() #define Bone_create(...) spBone_create(__VA_ARGS__) #define Bone_dispose(...) spBone_dispose(__VA_ARGS__) #define Bone_setToSetupPose(...) spBone_setToSetupPose(__VA_ARGS__) #define Bone_updateWorldTransform(...) spBone_updateWorldTransform(__VA_ARGS__) #define Bone_updateWorldTransformWith(...) spBone_updateWorldTransformWith(__VA_ARGS__) #define Bone_getWorldRotationX(...) spBone_getWorldRotationX(__VA_ARGS__) #define Bone_getWorldRotationY(...) spBone_getWorldRotationY(__VA_ARGS__) #define Bone_getWorldScaleX(...) spBone_getWorldScaleX(__VA_ARGS__) #define Bone_getWorldScaleY(...) spBone_getWorldScaleY(__VA_ARGS__) #define Bone_updateAppliedTransform(...) spBone_updateAppliedTransform(__VA_ARGS__) #define Bone_worldToLocal(...) spBone_worldToLocal(__VA_ARGS__) #define Bone_localToWorld(...) spBone_localToWorld(__VA_ARGS__) #define Bone_worldToLocalRotation(...) spBone_worldToLocalRotation(__VA_ARGS__) #define Bone_localToWorldRotation(...) spBone_localToWorldRotation(__VA_ARGS__) #define Bone_rotateWorld(...) spBone_rotateWorld(__VA_ARGS__) #endif #ifdef __cplusplus } #endif #endif /* SPINE_BONE_H_ */