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com.esotericsoftware.spine.vertexeffects.SwirlEffect 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
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*
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package com.esotericsoftware.spine.vertexeffects;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonRenderer.VertexEffect;
import com.esotericsoftware.spine.utils.SpineUtils;
public class SwirlEffect implements VertexEffect {
private float worldX, worldY, radius, angle;
private Interpolation interpolation = Interpolation.pow2Out;
private float centerX, centerY;
public SwirlEffect (float radius) {
this.radius = radius;
}
public void begin (Skeleton skeleton) {
worldX = skeleton.getX() + centerX;
worldY = skeleton.getY() + centerY;
}
public void transform (Vector2 position, Vector2 uv, Color light, Color dark) {
float x = position.x - worldX;
float y = position.y - worldY;
float dist = (float)Math.sqrt(x * x + y * y);
if (dist < radius) {
float theta = interpolation.apply(0, angle, (radius - dist) / radius);
float cos = SpineUtils.cos(theta), sin = SpineUtils.sin(theta);
position.x = cos * x - sin * y + worldX;
position.y = sin * x + cos * y + worldY;
}
}
public void end () {
}
public void setRadius (float radius) {
this.radius = radius;
}
public void setCenter (float centerX, float centerY) {
this.centerX = centerX;
this.centerY = centerY;
}
public void setCenterX (float centerX) {
this.centerX = centerX;
}
public void setCenterY (float centerY) {
this.centerY = centerY;
}
public void setAngle (float degrees) {
this.angle = degrees * MathUtils.degRad;
}
public Interpolation getInterpolation () {
return interpolation;
}
public void setInterpolation (Interpolation interpolation) {
this.interpolation = interpolation;
}
}
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