axmol/cocos/editor-support/spine/Bone.h

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/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
#ifndef SPINE_BONE_H_
#define SPINE_BONE_H_
#include <spine/BoneData.h>
namespace spine {
typedef struct Bone Bone;
struct Bone {
BoneData* const data;
Bone* const parent;
float x, y;
float rotation;
float scaleX, scaleY;
float const m00, m01, worldX; /* a b x */
float const m10, m11, worldY; /* c d y */
float const worldRotation;
float const worldScaleX, worldScaleY;
};
void Bone_setYDown (int/*bool*/yDown);
/* @param parent May be 0. */
Bone* Bone_create (BoneData* data, Bone* parent);
void Bone_dispose (Bone* self);
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void Bone_setToSetupPose (Bone* self);
void Bone_updateWorldTransform (Bone* self, int/*bool*/flipX, int/*bool*/flipY);
} // namespace spine {
#endif /* SPINE_BONE_H_ */