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com.esotericsoftware.spine.attachments.PointAttachment Maven / Gradle / Ivy
/******************************************************************************
* 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
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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, 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;
}
}