/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef SPINE_BONE_H_ #define SPINE_BONE_H_ #include <spine/BoneData.h> #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; #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) { } #endif }; void spBone_setYDown (int/*bool*/yDown); int/*bool*/spBone_isYDown (); /* @param parent May be 0. */ spBone* spBone_create (spBoneData* data, struct spSkeleton* skeleton, spBone* parent); void spBone_dispose (spBone* self); void spBone_setToSetupPose (spBone* self); void spBone_updateWorldTransform (spBone* self); void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY); float spBone_getWorldRotationX (spBone* self); float spBone_getWorldRotationY (spBone* self); float spBone_getWorldScaleX (spBone* self); float spBone_getWorldScaleY (spBone* self); float spBone_worldToLocalRotationX (spBone* self); float spBone_worldToLocalRotationY (spBone* self); void spBone_rotateWorld (spBone* self, float degrees); void spBone_updateAppliedTransform (spBone* self); void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY); void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY); #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_worldToLocalRotationX(...) spBone_worldToLocalRotationX(__VA_ARGS__) #define Bone_worldToLocalRotationY(...) spBone_worldToLocalRotationY(__VA_ARGS__) #define Bone_rotateWorld(...) spBone_rotateWorld(__VA_ARGS__) #define Bone_updateAppliedTransform(...) spBone_updateAppliedTransform(__VA_ARGS__) #define Bone_worldToLocal(...) spBone_worldToLocal(__VA_ARGS__) #define Bone_localToWorld(...) spBone_localToWorld(__VA_ARGS__) #endif #ifdef __cplusplus } #endif #endif /* SPINE_BONE_H_ */