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use crate::{
c::{
spBone, spBoneData, spBone_getWorldRotationX, spBone_getWorldRotationY,
spBone_getWorldScaleX, spBone_getWorldScaleY, spBone_isYDown, spBone_localToWorld,
spBone_rotateWorld, spBone_setToSetupPose, spBone_setYDown, spBone_update,
spBone_updateAppliedTransform, spBone_updateWorldTransform,
spBone_updateWorldTransformWith, spBone_worldToLocal, spBone_worldToLocalRotation,
spInherit, spSkeleton,
},
c_interface::{NewFromPtr, SyncPtr},
Skeleton,
};
#[cfg(feature = "mint")]
use mint::Vector2;
/// A bone within the [`Skeleton`] hierarchy.
///
/// [Spine API Reference](http://esotericsoftware.com/spine-api-reference#Bone)
///
/// Bones can be acquired from a [`Skeleton`] and a safe [`BoneHandle`] can be obtained using the
/// [`Bone::handle`] method to store long-term references to a specific
/// bone.
///
/// The hierarchy can be traversed using [`Bone::parent`] and [`Bone::children`], and specific
/// bones can be located using [`Skeleton::find_bone`].
#[derive(Debug)]
pub struct Bone {
c_bone: SyncPtr<spBone>,
}
impl NewFromPtr<spBone> for Bone {
unsafe fn new_from_ptr(c_bone: *mut spBone) -> Self {
Self {
c_bone: SyncPtr(c_bone),
}
}
}
impl Bone {
/// Sets this bone's local transform to the setup pose.
pub fn set_to_setup_pose(&mut self) {
unsafe {
spBone_setToSetupPose(self.c_ptr());
}
}
/// Computes the world transform using the parent bone and this bone's local applied transform.
pub fn update(&mut self) {
unsafe {
spBone_update(self.c_ptr());
}
}
/// Computes the world transform using the parent bone and this bone's local transform.
///
/// See [`update_world_transform_with`](`Self::update_world_transform_with`).
pub fn update_world_transform(&mut self) {
unsafe {
spBone_updateWorldTransform(self.c_ptr());
}
}
/// Computes the world transform using the parent bone and the specified local transform. The
/// applied transform is set to the specified local transform. Child bones are not updated.
///
/// See
/// [`World transforms`](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms)
/// in the Spine Runtimes Guide.
#[allow(clippy::too_many_arguments)]
pub fn update_world_transform_with(
&mut self,
x: f32,
y: f32,
rotation: f32,
scale_x: f32,
scale_y: f32,
shear_x: f32,
shear_y: f32,
) {
unsafe {
spBone_updateWorldTransformWith(
self.c_ptr(),
x,
y,
rotation,
scale_x,
scale_y,
shear_x,
shear_y,
);
}
}
/// Computes the applied transform values from the world transform.
///
/// If the world transform is modified (by a constraint, [`rotate_world`](`Self::rotate_world`),
/// etc) then this method should be called so the applied transform matches the world transform.
/// The applied transform may be needed by other code (eg to apply another constraint).
///
/// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180
/// rotation. The applied transform after calling this method is equivalent to the local
/// transform used to compute the world transform, but may not be identical.
pub fn update_applied_transform(&mut self) {
unsafe {
spBone_updateAppliedTransform(self.c_ptr());
}
}
/// The world rotation for the X axis, calculated using [`a`](`Self::a`) and [`c`](`Self::c`).
#[must_use]
pub fn world_rotation_x(&self) -> f32 {
unsafe { spBone_getWorldRotationX(self.c_ptr()) }
}
/// The world rotation for the Y axis, calculated using [`b`](`Self::b`) and [`d`](`Self::d`).
#[must_use]
pub fn world_rotation_y(&self) -> f32 {
unsafe { spBone_getWorldRotationY(self.c_ptr()) }
}
/// The magnitude (always positive) of the world scale X, calculated using [`a`](`Self::a`) and
/// [`c`](`Self::c`).
#[must_use]
pub fn world_scale_x(&self) -> f32 {
unsafe { spBone_getWorldScaleX(self.c_ptr()) }
}
/// The magnitude (always positive) of the world scale Y, calculated using [`b`](`Self::b`) and
/// [`d`](`Self::d`).
#[must_use]
pub fn world_scale_y(&self) -> f32 {
unsafe { spBone_getWorldScaleY(self.c_ptr()) }
}
/// Transforms a point from world coordinates to the bone's local coordinates.
#[must_use]
pub fn world_to_local(&self, world_x: f32, world_y: f32) -> (f32, f32) {
let mut local_x: f32 = 0.;
let mut local_y: f32 = 0.;
unsafe {
spBone_worldToLocal(self.c_ptr(), world_x, world_y, &mut local_x, &mut local_y);
}
(local_x, local_y)
}
/// Transforms a point from the bone's local coordinates to world coordinates.
#[must_use]
pub fn local_to_world(&self, local_x: f32, local_y: f32) -> (f32, f32) {
let mut world_x: f32 = 0.;
let mut world_y: f32 = 0.;
unsafe {
spBone_localToWorld(self.c_ptr(), local_x, local_y, &mut world_x, &mut world_y);
}
(world_x, world_y)
}
/// Transforms a world rotation to a local rotation.
#[must_use]
pub fn world_to_local_rotation(&self, world_rotation: f32) -> f32 {
unsafe { spBone_worldToLocalRotation(self.c_ptr(), world_rotation) }
}
/// Transforms a local rotation to a world rotation.
#[must_use]
pub fn local_to_world_rotation(&self, local_rotation: f32) -> f32 {
unsafe { spBone_worldToLocalRotation(self.c_ptr(), local_rotation) }
}
/// Rotates the world transform the specified amount.
///
/// After changes are made to the world transform,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called and update
/// will need to be called on any child bones, recursively.
pub fn rotate_world(&self, degrees: f32) {
unsafe {
spBone_rotateWorld(self.c_ptr(), degrees);
}
}
/// Create a persistent [`BoneHandle`] to this [`Bone`].
#[must_use]
pub fn handle(&self) -> BoneHandle {
BoneHandle::new(self.c_ptr(), unsafe { self.c_ptr_mut().skeleton })
}
c_accessor_mut!(
/// The local x translation.
x,
/// Set the local x translation.
set_x,
x,
f32
);
c_accessor_mut!(
/// The local y translation.
y,
/// Set the local y translation.
set_y,
y,
f32
);
c_accessor_mut!(
/// The local rotation in degrees, counter clockwise.
rotation,
/// Set the local rotation in degrees, counter clockwise.
set_rotation,
rotation,
f32
);
c_accessor_mut!(
/// The local scaleX.
scale_x,
/// Set the local scaleX.
set_scale_x,
scaleX,
f32
);
c_accessor_mut!(
/// The local scaleY.
scale_y,
/// Set the local scaleY.
set_scale_y,
scaleY,
f32
);
c_accessor_mut!(
/// The local shearX.
shear_x,
/// Set the local shearX.
set_shear_x,
shearX,
f32
);
c_accessor_mut!(
/// The local shearY.
shear_y,
/// Set the local shearY.
set_shear_y,
shearY,
f32
);
c_accessor_mut!(
/// The applied local x translation.
applied_x,
/// Set the applied local x translation.
set_applied_x,
ax,
f32
);
c_accessor_mut!(
/// The applied local y translation.
applied_y,
/// Set the applied local y translation.
set_applied_y,
ay,
f32
);
c_accessor_mut!(
/// The applied local rotation in degrees, counter clockwise.
applied_rotation,
/// Set the applied local rotation in degrees, counter clockwise.
set_applied_rotation,
arotation,
f32
);
c_accessor_mut!(
/// The applied local scaleX.
applied_scale_x,
/// Set the applied local scaleX.
set_applied_scale_x,
ascaleX,
f32
);
c_accessor_mut!(
/// The applied local scaleY.
applied_scale_y,
/// Set the applied local scaleY.
set_applied_scale_y,
ascaleY,
f32
);
c_accessor_mut!(
/// The applied local shearX.
applied_shear_x,
/// Set the applied local shearX.
set_applied_shear_x,
ashearX,
f32
);
c_accessor_mut!(
/// The applied local shearY.
applied_shear_y,
/// Set the applied local shearY.
set_applied_shear_y,
ashearY,
f32
);
c_accessor_mut!(
/// Part of the world transform matrix for the X axis.
a,
/// Set part of the world transform matrix for the X axis. If changed,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called.
set_a,
a,
f32
);
c_accessor_mut!(
/// Part of the world transform matrix for the Y axis.
b,
/// Set part of the world transform matrix for the Y axis. If changed,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called.
set_b,
b,
f32
);
c_accessor_mut!(
/// Part of the world transform matrix for the X axis.
c,
/// Set part of the world transform matrix for the X axis. If changed,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called.
set_c,
c,
f32
);
c_accessor_mut!(
/// Part of the world transform matrix for the Y axis.
d,
/// Set part of the world transform matrix for the Y axis. If changed,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called.
set_d,
d,
f32
);
c_accessor_mut!(
/// Set the world X translation.
world_x,
/// The world X translation. If changed,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called.
set_world_x,
worldX,
f32
);
c_accessor_mut!(
/// The world Y translation.
world_y,
/// Set the world Y translation. If changed,
/// [`update_applied_transform`](`Self::update_applied_transform`) should be called.
set_world_y,
worldY,
f32
);
c_accessor_bool!(sorted, sorted);
c_accessor_bool!(active, active);
c_accessor_tmp_ptr_mut!(
/// The bone's setup pose data.
data,
/// The bone's mutable setup pose data.
data_mut,
data,
BoneData,
spBoneData
);
c_accessor_tmp_ptr_optional_mut!(parent, parent_mut, parent, Bone, spBone);
c_accessor!(children_count, childrenCount, usize);
c_accessor_array_mut!(
/// An iterator over the children of this bone.
///
/// ```
/// # #[path="./test.rs"]
/// # mod test;
/// use rusty_spine::{BoneHandle, Skeleton};
///
/// fn traverse_bones(
/// bone_handle: BoneHandle,
/// skeleton: &Skeleton,
/// ident: usize,
/// ) {
/// if let Some(bone) = bone_handle.get(skeleton) {
/// println!(
/// "{:ident$}{name}",
/// "",
/// ident = ident,
/// name = bone.data().name()
/// );
/// for child in bone.children() {
/// traverse_bones(child.handle(), skeleton, ident + 2);
/// }
/// }
/// }
///
/// // Traverse all bones in a skeleton
/// # let (skeleton, animation_state) = test::TestAsset::spineboy().instance(true);
/// let root_bone = skeleton.bone_root().handle();
/// traverse_bones(root_bone, &skeleton, 0);
/// ```
children,
children_mut,
children_at_index,
children_at_index_mut,
Bone,
Bone,
spBone,
children,
children_count
);
pub fn set_y_down(y_down: bool) {
unsafe {
spBone_setYDown(i32::from(y_down));
}
}
#[must_use]
pub fn is_y_down() -> bool {
unsafe { spBone_isYDown() != 0 }
}
c_ptr!(c_bone, spBone);
}
/// Functions available if using the `mint` feature.
#[cfg(feature = "mint")]
impl Bone {
/// The local translation.
#[must_use]
pub fn translation(&self) -> Vector2<f32> {
Vector2 {
x: self.x(),
y: self.y(),
}
}
/// Set the local translation.
pub fn set_translation(&mut self, translation: impl Into<Vector2<f32>>) {
let translation: Vector2<f32> = translation.into();
self.set_x(translation.x);
self.set_y(translation.y);
}
/// The world translation.
#[must_use]
pub fn world_translation(&self) -> Vector2<f32> {
Vector2 {
x: self.world_x(),
y: self.world_y(),
}
}
/// Set the world translation.
pub fn set_world_translation(&mut self, translation: impl Into<Vector2<f32>>) {
let translation: Vector2<f32> = translation.into();
self.set_world_x(translation.x);
self.set_world_y(translation.y);
}
/// The applied translation.
#[must_use]
pub fn applied_translation(&self) -> Vector2<f32> {
Vector2 {
x: self.world_x(),
y: self.world_y(),
}
}
/// Set the applied translation.
pub fn set_applied_translation(&mut self, translation: impl Into<Vector2<f32>>) {
let translation: Vector2<f32> = translation.into();
self.set_applied_x(translation.x);
self.set_applied_y(translation.y);
}
/// The local scale.
#[must_use]
pub fn scale(&self) -> Vector2<f32> {
Vector2 {
x: self.scale_x(),
y: self.scale_y(),
}
}
/// Set the local scale.
pub fn set_scale(&mut self, scale: impl Into<Vector2<f32>>) {
let scale: Vector2<f32> = scale.into();
self.set_scale_x(scale.x);
self.set_scale_y(scale.y);
}
/// The world scale.
#[must_use]
pub fn world_scale(&self) -> Vector2<f32> {
Vector2 {
x: self.world_x(),
y: self.world_y(),
}
}
/// The applied scale.
#[must_use]
pub fn applied_scale(&self) -> Vector2<f32> {
Vector2 {
x: self.applied_scale_x(),
y: self.applied_scale_y(),
}
}
/// Set the applied scale.
pub fn set_applied_scale(&mut self, scale: impl Into<Vector2<f32>>) {
let scale: Vector2<f32> = scale.into();
self.set_applied_scale_x(scale.x);
self.set_applied_scale_y(scale.y);
}
/// The local shear.
#[must_use]
pub fn shear(&self) -> Vector2<f32> {
Vector2 {
x: self.shear_x(),
y: self.shear_y(),
}
}
/// Set the local shear.
pub fn set_shear(&mut self, shear: impl Into<Vector2<f32>>) {
let shear: Vector2<f32> = shear.into();
self.set_shear_x(shear.x);
self.set_shear_y(shear.y);
}
/// The applied shear.
#[must_use]
pub fn applied_shear(&self) -> Vector2<f32> {
Vector2 {
x: self.applied_shear_x(),
y: self.applied_shear_y(),
}
}
/// Set the applied shear.
pub fn set_applied_shear(&mut self, shear: impl Into<Vector2<f32>>) {
let shear: Vector2<f32> = shear.into();
self.set_applied_shear_x(shear.x);
self.set_applied_shear_y(shear.y);
}
#[must_use]
pub fn world_rotation(&self) -> Vector2<f32> {
Vector2 {
x: self.world_rotation_x(),
y: self.world_rotation_y(),
}
}
pub fn update_world_transform_with2(
&mut self,
translation: mint::Vector2<f32>,
rotation: f32,
scale: mint::Vector2<f32>,
shear: mint::Vector2<f32>,
) {
unsafe {
spBone_updateWorldTransformWith(
self.c_ptr(),
translation.x,
translation.y,
rotation,
scale.x,
scale.y,
shear.x,
shear.y,
);
}
}
}
c_handle_decl!(
/// A storeable reference to a [`Bone`].
///
/// Can be acquired from any instance of [`Bone`].
///
/// ```
/// # #[path="./test.rs"]
/// # mod test;
/// # use rusty_spine::{AnimationState, EventType, BoneHandle};
/// # let (skeleton, _) = test::TestAsset::spineboy().instance(true);
/// let bone_handles: Vec<BoneHandle> = skeleton.bones().map(|bone| bone.handle()).collect();
/// for bone_handle in bone_handles.iter() {
/// let bone = bone_handle.get(&skeleton).unwrap();
/// println!("{}", bone.data().name());
/// }
/// ```
BoneHandle,
Bone,
Skeleton,
spBone,
spSkeleton
);
/// Static bone data imported from Spine.
#[derive(Debug)]
pub struct BoneData {
c_bone_data: SyncPtr<spBoneData>,
}
impl NewFromPtr<spBoneData> for BoneData {
unsafe fn new_from_ptr(c_bone_data: *mut spBoneData) -> Self {
Self {
c_bone_data: SyncPtr(c_bone_data),
}
}
}
impl BoneData {
c_ptr!(c_bone_data, spBoneData);
c_accessor_string!(name, name);
c_accessor!(index, index, usize);
c_accessor!(length, length, f32);
c_accessor!(x, x, f32);
c_accessor!(y, y, f32);
c_accessor!(rotation, rotation, f32);
c_accessor!(scale_x, scaleX, f32);
c_accessor!(scale_y, scaleY, f32);
c_accessor!(shear_x, shearX, f32);
c_accessor!(shear_y, shearY, f32);
c_accessor_color!(color, color);
c_accessor_bool!(skin_required, skinRequired);
c_accessor_enum!(
/// The transform mode for how parent world transforms affect this bone.
inherit,
inherit,
Inherit
);
c_accessor_tmp_ptr_optional!(parent, parent, BoneData, spBoneData);
}
/// Functions available if using the `mint` feature.
#[cfg(feature = "mint")]
impl BoneData {
#[must_use]
pub fn translation(&self) -> Vector2<f32> {
Vector2 {
x: self.x(),
y: self.y(),
}
}
#[must_use]
pub fn scale(&self) -> Vector2<f32> {
Vector2 {
x: self.scale_x(),
y: self.scale_y(),
}
}
#[must_use]
pub fn shear(&self) -> Vector2<f32> {
Vector2 {
x: self.shear_x(),
y: self.shear_y(),
}
}
}
/// The inherited transform for how bones are affected by their parents.
///
/// See [`BoneData::inherit`].
pub enum Inherit {
Normal = 0,
OnlyTranslation = 1,
NoRotationOrReflection = 2,
NoScale = 3,
NoScaleOrReflection = 4,
Unknown = 99,
}
impl From<spInherit> for Inherit {
fn from(mode: spInherit) -> Self {
match mode {
0 => Self::Normal,
1 => Self::OnlyTranslation,
2 => Self::NoRotationOrReflection,
3 => Self::NoScale,
4 => Self::NoScaleOrReflection,
_ => Self::Unknown,
}
}
}