/******************************************************************************* * 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 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); void Bone_setToSetupPose (Bone* self); void Bone_updateWorldTransform (Bone* self, int/*bool*/flipX, int/*bool*/flipY); } // namespace spine { #endif /* SPINE_BONE_H_ */