2013-12-19 09:50:37 +08:00
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/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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2013-04-24 13:57:34 +08:00
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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2013-12-19 09:50:37 +08:00
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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2013-04-24 13:57:34 +08:00
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*
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2013-12-19 09:50:37 +08:00
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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2013-04-24 13:57:34 +08:00
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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2013-04-24 13:57:34 +08:00
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#include <spine/Bone.h>
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#include <spine/extension.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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spBone* spBone_create (spBoneData* data, 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(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_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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}
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void spBone_updateWorldTransform (spBone* self, int flipX, int flipY) {
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float radians, cosine, sine;
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if (self->parent) {
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CONST_CAST(float, self->worldX) = self->x * self->parent->m00 + self->y * self->parent->m01 + self->parent->worldX;
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CONST_CAST(float, self->worldY) = self->x * self->parent->m10 + self->y * self->parent->m11 + self->parent->worldY;
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if (self->data->inheritScale) {
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CONST_CAST(float, self->worldScaleX) = self->parent->worldScaleX * self->scaleX;
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CONST_CAST(float, self->worldScaleY) = self->parent->worldScaleY * self->scaleY;
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} else {
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CONST_CAST(float, self->worldScaleX) = self->scaleX;
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CONST_CAST(float, self->worldScaleY) = self->scaleY;
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}
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CONST_CAST(float, self->worldRotation) =
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self->data->inheritRotation ? self->parent->worldRotation + self->rotation : self->rotation;
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} else {
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CONST_CAST(float, self->worldX) = flipX ? -self->x : self->x;
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CONST_CAST(float, self->worldY) = (flipY && flipY != yDown) ? -self->y : self->y;
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CONST_CAST(float, self->worldScaleX) = self->scaleX;
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CONST_CAST(float, self->worldScaleY) = self->scaleY;
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CONST_CAST(float, self->worldRotation) = self->rotation;
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}
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radians = (float)(self->worldRotation * 3.1415926535897932385 / 180);
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#ifdef __STDC_VERSION__
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cosine = cosf(radians);
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sine = sinf(radians);
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#else
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cosine = (float)cos(radians);
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sine = (float)sin(radians);
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#endif
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CONST_CAST(float, self->m00) = cosine * self->worldScaleX;
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CONST_CAST(float, self->m10) = sine * self->worldScaleX;
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CONST_CAST(float, self->m01) = -sine * self->worldScaleY;
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CONST_CAST(float, self->m11) = cosine * self->worldScaleY;
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if (flipX) {
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CONST_CAST(float, self->m00) = -self->m00;
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CONST_CAST(float, self->m01) = -self->m01;
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}
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if (flipY != yDown) {
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CONST_CAST(float, self->m10) = -self->m10;
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CONST_CAST(float, self->m11) = -self->m11;
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}
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}
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