com.esotericsoftware.spine.attachments.PointAttachment Maven / Gradle / Ivy
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* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
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package com.esotericsoftware.spine.attachments;
import static com.badlogic.gdx.math.MathUtils.*;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Vector2;
import com.esotericsoftware.spine.Bone;
/** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
* used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
* skin.
*
* See Point Attachments in the Spine User Guide. */
public class PointAttachment extends Attachment {
float x, y, rotation;
// Nonessential.
final Color color = new Color(0.9451f, 0.9451f, 0, 1); // f1f100ff
public PointAttachment (String name) {
super(name);
}
public float getX () {
return x;
}
public void setX (float x) {
this.x = x;
}
public float getY () {
return y;
}
public void setY (float y) {
this.y = y;
}
public float getRotation () {
return rotation;
}
public void setRotation (float rotation) {
this.rotation = rotation;
}
/** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
* are not usually rendered at runtime. */
public Color getColor () {
return color;
}
public Vector2 computeWorldPosition (Bone bone, Vector2 point) {
point.x = x * bone.getA() + y * bone.getB() + bone.getWorldX();
point.y = x * bone.getC() + y * bone.getD() + bone.getWorldY();
return point;
}
public float computeWorldRotation (Bone bone) {
float cos = cosDeg(rotation), sin = sinDeg(rotation);
float x = cos * bone.getA() + sin * bone.getB();
float y = cos * bone.getC() + sin * bone.getD();
return (float)Math.atan2(y, x) * radDeg;
}
}