/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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
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 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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 *****************************************************************************/

#ifndef Spine_Bone_h
#define Spine_Bone_h

#include <spine/Updatable.h>
#include <spine/SpineObject.h>
#include <spine/Vector.h>
#include <spine/Inherit.h>

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 PhysicsConstraint;

		friend class Skeleton;

		friend class RegionAttachment;

		friend class PointAttachment;

		friend class AttachmentTimeline;

		friend class RGBATimeline;

		friend class RGBTimeline;

		friend class AlphaTimeline;

		friend class RGBA2Timeline;

		friend class RGB2Timeline;

		friend class ScaleTimeline;

		friend class ScaleXTimeline;

		friend class ScaleYTimeline;

		friend class ShearTimeline;

		friend class ShearXTimeline;

		friend class ShearYTimeline;

		friend class TranslateTimeline;

		friend class TranslateXTimeline;

		friend class TranslateYTimeline;

        friend class InheritTimeline;

	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(Physics physics);

		/// 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);

        /// 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();

		void setToSetupPose();

		void worldToLocal(float worldX, float worldY, float &outLocalX, float &outLocalY);

        void worldToParent(float worldX, float worldY, float &outParentX, float &outParentY);

		void localToWorld(float localX, float localY, float &outWorldX, float &outWorldY);

        void parentToWorld(float worldX, float worldY, float &outX, float &outY);

		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<Bone *> &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 isActive();

		void setActive(bool inValue);

        Inherit getInherit() { return _inherit; }

        void setInherit(Inherit inValue) { _inherit = inValue; }

	#ifndef __EMSCRIPTEN__
	private:
	#endif
		static bool yDown;

		BoneData &_data;
		Skeleton &_skeleton;
		Bone *_parent;
		Vector<Bone *> _children;
		float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY;
		float _ax, _ay, _arotation, _ascaleX, _ascaleY, _ashearX, _ashearY;
		float _a, _b, _worldX;
		float _c, _d, _worldY;
		bool _sorted;
		bool _active;
        Inherit _inherit;
	};
}

#endif /* Spine_Bone_h */
