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ios/cocos2d/cocos/editor-support/spine/Bone.h 5.08 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /******************************************************************************
   * 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/dll.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
  };
  
  SP_API void spBone_setYDown (int/*bool*/yDown);
  SP_API int/*bool*/spBone_isYDown ();
  
  /* @param parent May be 0. */
  SP_API spBone* spBone_create (spBoneData* data, struct spSkeleton* skeleton, spBone* parent);
  SP_API void spBone_dispose (spBone* self);
  
  SP_API void spBone_setToSetupPose (spBone* self);
  
  SP_API void spBone_updateWorldTransform (spBone* self);
  SP_API void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY);
  
  SP_API float spBone_getWorldRotationX (spBone* self);
  SP_API float spBone_getWorldRotationY (spBone* self);
  SP_API float spBone_getWorldScaleX (spBone* self);
  SP_API float spBone_getWorldScaleY (spBone* self);
  
  SP_API void spBone_updateAppliedTransform (spBone* self);
  
  SP_API void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY);
  SP_API void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY);
  SP_API float spBone_worldToLocalRotation (spBone* self, float worldRotation);
  SP_API float spBone_localToWorldRotation (spBone* self, float localRotation);
  SP_API void spBone_rotateWorld (spBone* self, float degrees);
  
  #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_updateAppliedTransform(...) spBone_updateAppliedTransform(__VA_ARGS__)
  #define Bone_worldToLocal(...) spBone_worldToLocal(__VA_ARGS__)
  #define Bone_localToWorld(...) spBone_localToWorld(__VA_ARGS__)
  #define Bone_worldToLocalRotation(...) spBone_worldToLocalRotation(__VA_ARGS__)
  #define Bone_localToWorldRotation(...) spBone_localToWorldRotation(__VA_ARGS__)
  #define Bone_rotateWorld(...) spBone_rotateWorld(__VA_ARGS__)
  #endif
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* SPINE_BONE_H_ */