/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE 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. *****************************************************************************/ #include #include static int yDown; void spBone_setYDown (int value) { yDown = value; } spBone* spBone_create (spBoneData* data, spSkeleton* skeleton, spBone* parent) { spBone* self = NEW(spBone); CONST_CAST(spBoneData*, self->data) = data; CONST_CAST(spSkeleton*, self->skeleton) = skeleton; CONST_CAST(spBone*, self->parent) = parent; spBone_setToSetupPose(self); return self; } void spBone_dispose (spBone* self) { FREE(self); } void spBone_updateWorldTransform (spBone* self) { float radians, cosine, sine; if (self->parent) { CONST_CAST(float, self->worldX) = self->x * self->parent->m00 + self->y * self->parent->m01 + self->parent->worldX; CONST_CAST(float, self->worldY) = self->x * self->parent->m10 + self->y * self->parent->m11 + self->parent->worldY; if (self->data->inheritScale) { CONST_CAST(float, self->worldScaleX) = self->parent->worldScaleX * self->scaleX; CONST_CAST(float, self->worldScaleY) = self->parent->worldScaleY * self->scaleY; } else { CONST_CAST(float, self->worldScaleX) = self->scaleX; CONST_CAST(float, self->worldScaleY) = self->scaleY; } CONST_CAST(float, self->worldRotation) = self->data->inheritRotation ? self->parent->worldRotation + self->rotationIK : self->rotationIK; } else { CONST_CAST(float, self->worldX) = self->skeleton->flipX ? -self->x : self->x; CONST_CAST(float, self->worldY) = self->skeleton->flipY != yDown ? -self->y : self->y; CONST_CAST(float, self->worldScaleX) = self->scaleX; CONST_CAST(float, self->worldScaleY) = self->scaleY; CONST_CAST(float, self->worldRotation) = self->rotationIK; } radians = self->worldRotation * DEG_RAD; cosine = COS(radians); sine = SIN(radians); if (self->skeleton->flipX) { CONST_CAST(float, self->m00) = -cosine * self->worldScaleX; CONST_CAST(float, self->m01) = sine * self->worldScaleY; } else { CONST_CAST(float, self->m00) = cosine * self->worldScaleX; CONST_CAST(float, self->m01) = -sine * self->worldScaleY; } if (self->skeleton->flipY != yDown) { CONST_CAST(float, self->m10) = -sine * self->worldScaleX; CONST_CAST(float, self->m11) = -cosine * self->worldScaleY; } else { CONST_CAST(float, self->m10) = sine * self->worldScaleX; CONST_CAST(float, self->m11) = cosine * self->worldScaleY; } } void spBone_setToSetupPose (spBone* self) { self->x = self->data->x; self->y = self->data->y; self->rotation = self->data->rotation; self->rotationIK = self->rotation; self->scaleX = self->data->scaleX; self->scaleY = self->data->scaleY; } void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY) { float invDet; float dx = worldX - self->worldX, dy = worldY - self->worldY; float m00 = self->m00, m11 = self->m11; if (self->skeleton->flipX != (self->skeleton->flipY != yDown)) { m00 *= -1; m11 *= -1; } invDet = 1 / (m00 * m11 - self->m01 * self->m10); *localX = (dx * m00 * invDet - dy * self->m01 * invDet); *localY = (dy * m11 * invDet - dx * self->m10 * invDet); } void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY) { *worldX = localX * self->m00 + localY * self->m01 + self->worldX; *worldY = localX * self->m10 + localY * self->m11 + self->worldY; }