70 lines
3.0 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module 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](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. */
export class PointAttachment extends VertexAttachment {
x: number; y: number; rotation: number;
/** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
* are not usually rendered at runtime. */
color = new Color(0.38, 0.94, 0, 1);
constructor (name: string) {
super(name);
}
computeWorldPosition (bone: Bone, point: Vector2) {
point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
return point;
}
computeWorldRotation (bone: Bone) {
let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation);
let x = cos * bone.a + sin * bone.b;
let y = cos * bone.c + sin * bone.d;
return Math.atan2(y, x) * MathUtils.radDeg;
}
copy (): Attachment {
let copy = new PointAttachment(name);
copy.x = this.x;
copy.y = this.y;
copy.rotation = this.rotation;
copy.color.setFromColor(this.color);
return copy;
}
}
}