/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_Bone_h #define Spine_Bone_h #include #include #include namespace spine { class BoneData; class Skeleton; /// Stores a bone's current pose. /// /// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a /// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a /// constraint or application code modifies the world transform after it was computed from the local transform. class SP_API Bone : public Updatable { friend class AnimationState; friend class RotateTimeline; friend class IkConstraint; friend class TransformConstraint; friend class VertexAttachment; friend class PathConstraint; friend class Skeleton; friend class RegionAttachment; friend class PointAttachment; friend class ScaleTimeline; friend class ShearTimeline; friend class TranslateTimeline; RTTI_DECL public: static void setYDown(bool inValue); static bool isYDown(); /// @param parent May be NULL. Bone(BoneData &data, Skeleton &skeleton, Bone *parent = NULL); /// Same as updateWorldTransform. This method exists for Bone to implement Spine::Updatable. virtual void update(); /// Computes the world transform using the parent bone and this bone's local transform. void updateWorldTransform(); /// Computes the world transform using the parent bone and the specified local transform. void updateWorldTransform(float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY); void setToSetupPose(); void worldToLocal(float worldX, float worldY, float &outLocalX, float &outLocalY); void localToWorld(float localX, float localY, float &outWorldX, float &outWorldY); float worldToLocalRotation(float worldRotation); float localToWorldRotation(float localRotation); /// Rotates the world transform the specified amount and sets isAppliedValid to false. /// @param degrees Degrees. void rotateWorld(float degrees); float getWorldToLocalRotationX(); float getWorldToLocalRotationY(); BoneData &getData(); Skeleton &getSkeleton(); Bone *getParent(); Vector &getChildren(); /// The local X translation. float getX(); void setX(float inValue); /// The local Y translation. float getY(); void setY(float inValue); /// The local rotation. float getRotation(); void setRotation(float inValue); /// The local scaleX. float getScaleX(); void setScaleX(float inValue); /// The local scaleY. float getScaleY(); void setScaleY(float inValue); /// The local shearX. float getShearX(); void setShearX(float inValue); /// The local shearY. float getShearY(); void setShearY(float inValue); /// The rotation, as calculated by any constraints. float getAppliedRotation(); void setAppliedRotation(float inValue); /// The applied local x translation. float getAX(); void setAX(float inValue); /// The applied local y translation. float getAY(); void setAY(float inValue); /// The applied local scaleX. float getAScaleX(); void setAScaleX(float inValue); /// The applied local scaleY. float getAScaleY(); void setAScaleY(float inValue); /// The applied local shearX. float getAShearX(); void setAShearX(float inValue); /// The applied local shearY. float getAShearY(); void setAShearY(float inValue); float getA(); void setA(float inValue); float getB(); void setB(float inValue); float getC(); void setC(float inValue); float getD(); void setD(float inValue); float getWorldX(); void setWorldX(float inValue); float getWorldY(); void setWorldY(float inValue); float getWorldRotationX(); float getWorldRotationY(); /// Returns the magnitide (always positive) of the world scale X. float getWorldScaleX(); /// Returns the magnitide (always positive) of the world scale Y. float getWorldScaleY(); bool isAppliedValid(); void setAppliedValid(bool valid); bool isActive(); void setActive(bool inValue); private: static bool yDown; BoneData &_data; Skeleton &_skeleton; Bone *_parent; Vector _children; float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY; float _ax, _ay, _arotation, _ascaleX, _ascaleY, _ashearX, _ashearY; bool _appliedValid; float _a, _b, _worldX; float _c, _d, _worldY; bool _sorted; bool _active; /// Computes the individual applied transform values from the world transform. This can be useful to perform processing using /// the applied transform after the world transform has been modified directly (eg, by a constraint).. /// /// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. void updateAppliedTransform(); }; } #endif /* Spine_Bone_h */