/****************************************************************************** * 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. *****************************************************************************/ namespace Spine { /// /// 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 : Attachment { internal float x, y, rotation; public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } public float Rotation { get { return rotation; } set { rotation = value; } } public PointAttachment (string name) : base(name) { } public void ComputeWorldPosition (Bone bone, out float ox, out float oy) { bone.LocalToWorld(this.x, this.y, out ox, out oy); } public float ComputeWorldRotation (Bone bone) { float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation); float ix = cos * bone.a + sin * bone.b; float iy = cos * bone.c + sin * bone.d; return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg; } public override Attachment Copy () { PointAttachment copy = new PointAttachment(this.Name); copy.x = x; copy.y = y; copy.rotation = rotation; return copy; } } }