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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,
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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; } }





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