/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package com.esotericsoftware.spine.attachments; import com.esotericsoftware.spine.Bone; public class BoundingBoxAttachment extends Attachment { private float[] vertices; public BoundingBoxAttachment (String name) { super(name); } public void computeWorldVertices (float x, float y, Bone bone, float[] worldVertices) { x += bone.getWorldX(); y += bone.getWorldY(); float m00 = bone.getM00(); float m01 = bone.getM01(); float m10 = bone.getM10(); float m11 = bone.getM11(); float[] vertices = this.vertices; for (int i = 0, n = vertices.length; i < n; i += 2) { float px = vertices[i]; float py = vertices[i + 1]; worldVertices[i] = px * m00 + py * m01 + x; worldVertices[i + 1] = px * m10 + py * m11 + y; } } public float[] getVertices () { return vertices; } public void setVertices (float[] vertices) { this.vertices = vertices; } }