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https://github.com/EsotericSoftware/spine-runtimes.git
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67 lines
2.6 KiB
TypeScript
67 lines
2.6 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine {
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export class SwirlEffect implements VertexEffect {
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static interpolation = new PowOut(2);
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centerX = 0;
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centerY = 0;
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radius = 0;
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angle = 0;
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private worldX = 0;
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private worldY = 0;
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constructor (radius: number) {
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this.radius = radius;
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}
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begin(skeleton: Skeleton): void {
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this.worldX = skeleton.x + this.centerX;
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this.worldY = skeleton.y + this.centerY;
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}
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transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void {
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let radAngle = this.angle * MathUtils.degreesToRadians;
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let x = position.x - this.worldX;
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let y = position.y - this.worldY;
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let dist = Math.sqrt(x * x + y * y);
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if (dist < this.radius) {
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let theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
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let cos = Math.cos(theta);
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let sin = Math.sin(theta);
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position.x = cos * x - sin * y + this.worldX;
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position.y = sin * x + cos * y + this.worldY;
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}
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}
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end(): void {
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}
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}
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}
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