PointAttachment.cs 3.0 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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  29. namespace Spine {
  30. /// <summary>
  31. /// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
  32. /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
  33. /// skin.
  34. /// <p>
  35. /// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
  36. /// </summary>
  37. public class PointAttachment : Attachment {
  38. internal float x, y, rotation;
  39. public float X { get { return x; } set { x = value; } }
  40. public float Y { get { return y; } set { y = value; } }
  41. public float Rotation { get { return rotation; } set { rotation = value; } }
  42. public PointAttachment (string name)
  43. : base(name) {
  44. }
  45. public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
  46. bone.LocalToWorld(this.x, this.y, out ox, out oy);
  47. }
  48. public float ComputeWorldRotation (Bone bone) {
  49. float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
  50. float ix = cos * bone.a + sin * bone.b;
  51. float iy = cos * bone.c + sin * bone.d;
  52. return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg;
  53. }
  54. public override Attachment Copy () {
  55. PointAttachment copy = new PointAttachment(this.Name);
  56. copy.x = x;
  57. copy.y = y;
  58. copy.rotation = rotation;
  59. return copy;
  60. }
  61. }
  62. }