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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, 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
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

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, or a default clor if nonessential data was not 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; } public Attachment copy () { PointAttachment copy = new PointAttachment(name); copy.x = x; copy.y = y; copy.rotation = rotation; copy.color.set(color); return copy; } }





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