mirror of https://github.com/axmolengine/axmol.git
302 lines
10 KiB
C
302 lines
10 KiB
C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Bone.h>
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#include <spine/extension.h>
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#include <stdio.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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int spBone_isYDown () {
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return yDown;
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}
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spBone* spBone_create (spBoneData* data, spSkeleton* skeleton, 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(spSkeleton*, self->skeleton) = skeleton;
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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->children);
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FREE(self);
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}
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void spBone_updateWorldTransform (spBone* self) {
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spBone_updateWorldTransformWith(self, self->x, self->y, self->rotation, self->scaleX, self->scaleY, self->shearX, self->shearY);
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}
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void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
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float cosine, sine;
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float pa, pb, pc, pd;
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spBone* parent = self->parent;
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self->ax = x;
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self->ay = y;
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self->arotation = rotation;
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self->ascaleX = scaleX;
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self->ascaleY = scaleY;
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self->ashearX = shearX;
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self->ashearY = shearY;
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self->appliedValid = 1;
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if (!parent) { /* Root bone. */
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float rotationY = rotation + 90 + shearY;
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float la = COS_DEG(rotation + shearX) * scaleX;
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float lb = COS_DEG(rotationY) * scaleY;
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float lc = SIN_DEG(rotation + shearX) * scaleX;
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float ld = SIN_DEG(rotationY) * scaleY;
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if (self->skeleton->flipX) {
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x = -x;
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la = -la;
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lb = -lb;
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}
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if (self->skeleton->flipY != yDown) {
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y = -y;
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lc = -lc;
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ld = -ld;
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}
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CONST_CAST(float, self->a) = la;
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CONST_CAST(float, self->b) = lb;
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CONST_CAST(float, self->c) = lc;
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CONST_CAST(float, self->d) = ld;
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CONST_CAST(float, self->worldX) = x + self->skeleton->x;
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CONST_CAST(float, self->worldY) = y + self->skeleton->y;
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return;
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}
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pa = parent->a;
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pb = parent->b;
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pc = parent->c;
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pd = parent->d;
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CONST_CAST(float, self->worldX) = pa * x + pb * y + parent->worldX;
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CONST_CAST(float, self->worldY) = pc * x + pd * y + parent->worldY;
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switch (self->data->transformMode) {
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case SP_TRANSFORMMODE_NORMAL: {
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float rotationY = rotation + 90 + shearY;
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float la = COS_DEG(rotation + shearX) * scaleX;
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float lb = COS_DEG(rotationY) * scaleY;
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float lc = SIN_DEG(rotation + shearX) * scaleX;
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float ld = SIN_DEG(rotationY) * scaleY;
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CONST_CAST(float, self->a) = pa * la + pb * lc;
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CONST_CAST(float, self->b) = pa * lb + pb * ld;
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CONST_CAST(float, self->c) = pc * la + pd * lc;
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CONST_CAST(float, self->d) = pc * lb + pd * ld;
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return;
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}
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case SP_TRANSFORMMODE_ONLYTRANSLATION: {
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float rotationY = rotation + 90 + shearY;
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CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX;
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CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY;
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CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX;
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CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY;
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break;
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}
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case SP_TRANSFORMMODE_NOROTATIONORREFLECTION: {
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float s = pa * pa + pc * pc;
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float prx, rx, ry, la, lb, lc, ld;
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if (s > 0.0001f) {
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s = ABS(pa * pd - pb * pc) / s;
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pb = pc * s;
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pd = pa * s;
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prx = ATAN2(pc, pa) * RAD_DEG;
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} else {
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pa = 0;
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pc = 0;
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prx = 90 - ATAN2(pd, pb) * RAD_DEG;
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}
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rx = rotation + shearX - prx;
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ry = rotation + shearY - prx + 90;
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la = COS_DEG(rx) * scaleX;
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lb = COS_DEG(ry) * scaleY;
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lc = SIN_DEG(rx) * scaleX;
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ld = SIN_DEG(ry) * scaleY;
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CONST_CAST(float, self->a) = pa * la - pb * lc;
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CONST_CAST(float, self->b) = pa * lb - pb * ld;
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CONST_CAST(float, self->c) = pc * la + pd * lc;
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CONST_CAST(float, self->d) = pc * lb + pd * ld;
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break;
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}
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case SP_TRANSFORMMODE_NOSCALE:
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case SP_TRANSFORMMODE_NOSCALEORREFLECTION: {
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float za, zc, s;
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float r, zb, zd, la, lb, lc, ld;
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cosine = COS_DEG(rotation); sine = SIN_DEG(rotation);
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za = pa * cosine + pb * sine;
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zc = pc * cosine + pd * sine;
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s = SQRT(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = SQRT(za * za + zc * zc);
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r = PI / 2 + atan2(zc, za);
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zb = COS(r) * s;
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zd = SIN(r) * s;
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la = COS_DEG(shearX) * scaleX;
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lb = COS_DEG(90 + shearY) * scaleY;
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lc = SIN_DEG(shearX) * scaleX;
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ld = SIN_DEG(90 + shearY) * scaleY;
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CONST_CAST(float, self->a) = za * la + zb * lc;
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CONST_CAST(float, self->b) = za * lb + zb * ld;
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CONST_CAST(float, self->c) = zc * la + zd * lc;
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CONST_CAST(float, self->d) = zc * lb + zd * ld;
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if (self->data->transformMode != SP_TRANSFORMMODE_NOSCALEORREFLECTION ? pa * pd - pb * pc < 0 : self->skeleton->flipX != self->skeleton->flipY) {
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CONST_CAST(float, self->b) = -self->b;
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CONST_CAST(float, self->d) = -self->d;
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}
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return;
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}
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}
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if (self->skeleton->flipX) {
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CONST_CAST(float, self->a) = -self->a;
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CONST_CAST(float, self->b) = -self->b;
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}
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if (self->skeleton->flipY != yDown) {
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CONST_CAST(float, self->c) = -self->c;
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CONST_CAST(float, self->d) = -self->d;
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}
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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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self->shearX = self->data->shearX;
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self->shearY = self->data->shearY;
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}
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float spBone_getWorldRotationX (spBone* self) {
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return ATAN2(self->c, self->a) * RAD_DEG;
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}
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float spBone_getWorldRotationY (spBone* self) {
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return ATAN2(self->d, self->b) * RAD_DEG;
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}
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float spBone_getWorldScaleX (spBone* self) {
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return SQRT(self->a * self->a + self->c * self->c);
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}
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float spBone_getWorldScaleY (spBone* self) {
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return SQRT(self->b * self->b + self->d * self->d);
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}
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float spBone_worldToLocalRotationX (spBone* self) {
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spBone* parent = self->parent;
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if (!parent) return self->arotation;
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return ATAN2(parent->a * self->c - parent->c * self->a, parent->d * self->a - parent->b * self->c) * RAD_DEG;
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}
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float spBone_worldToLocalRotationY (spBone* self) {
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spBone* parent = self->parent;
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if (!parent) return self->arotation;
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return ATAN2(parent->a * self->d - parent->c * self->b, parent->d * self->b - parent->b * self->d) * RAD_DEG;
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}
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void spBone_rotateWorld (spBone* self, float degrees) {
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float a = self->a, b = self->b, c = self->c, d = self->d;
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float cosine = COS_DEG(degrees), sine = SIN_DEG(degrees);
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CONST_CAST(float, self->a) = cosine * a - sine * c;
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CONST_CAST(float, self->b) = cosine * b - sine * d;
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CONST_CAST(float, self->c) = sine * a + cosine * c;
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CONST_CAST(float, self->d) = sine * b + cosine * d;
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CONST_CAST(int, self->appliedValid) = 1;
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}
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/** Computes the individual applied transform values from the world transform. This can be useful to perform processing using
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* the applied transform after the world transform has been modified directly (eg, by a constraint).
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* <p>
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* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. */
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void spBone_updateAppliedTransform (spBone* self) {
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spBone* parent = self->parent;
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self->appliedValid = 1;
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if (!parent) {
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self->ax = self->worldX;
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self->ay = self->worldY;
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self->arotation = ATAN2(self->c, self->a) * RAD_DEG;
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self->ascaleX = SQRT(self->a * self->a + self->c * self->c);
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self->ascaleY = SQRT(self->b * self->b + self->d * self->d);
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self->ashearX = 0;
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self->ashearY = ATAN2(self->a * self->b + self->c * self->d, self->a * self->d - self->b * self->c) * RAD_DEG;
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} else {
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float pa = parent->a, pb = parent->b, pc = parent->c, pd = parent->d;
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float pid = 1 / (pa * pd - pb * pc);
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float dx = self->worldX - parent->worldX, dy = self->worldY - parent->worldY;
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float ia = pid * pd;
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float id = pid * pa;
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float ib = pid * pb;
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float ic = pid * pc;
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float ra = ia * self->a - ib * self->c;
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float rb = ia * self->b - ib * self->d;
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float rc = id * self->c - ic * self->a;
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float rd = id * self->d - ic * self->b;
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self->ax = (dx * pd * pid - dy * pb * pid);
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self->ay = (dy * pa * pid - dx * pc * pid);
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self->ashearX = 0;
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self->ascaleX = SQRT(ra * ra + rc * rc);
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if (self->ascaleX > 0.0001f) {
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float det = ra * rd - rb * rc;
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self->ascaleY = det / self->ascaleX;
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self->ashearY = ATAN2(ra * rb + rc * rd, det) * RAD_DEG;
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self->arotation = ATAN2(rc, ra) * RAD_DEG;
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} else {
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self->ascaleX = 0;
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self->ascaleY = SQRT(rb * rb + rd * rd);
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self->ashearY = 0;
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self->arotation = 90 - ATAN2(rd, rb) * RAD_DEG;
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}
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}
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}
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void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY) {
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float a = self->a, b = self->b, c = self->c, d = self->d;
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float invDet = 1 / (a * d - b * c);
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float x = worldX - self->worldX, y = worldY - self->worldY;
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*localX = (x * d * invDet - y * b * invDet);
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*localY = (y * a * invDet - x * c * invDet);
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}
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void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY) {
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float x = localX, y = localY;
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*worldX = x * self->a + y * self->b + self->worldX;
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*worldY = x * self->c + y * self->d + self->worldY;
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}
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