2025-06-04 17:40:33 +02:00

76 lines
3.2 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
package spine.attachments;
import spine.BonePose;
import spine.Color;
import spine.MathUtils;
/** 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 https://esotericsoftware.com/spine-points Point Attachments in the Spine User Guide */
class PointAttachment extends VertexAttachment {
public var x:Float = 0;
public var y:Float = 0;
public var rotation:Float = 0;
/** The color of the point attachment as it was in Spine, or a default color if nonessential data was not exported. Point
* attachments are not usually rendered at runtime. */
public var color:Color = new Color(0.38, 0.94, 0, 1);
/** Copy constructor. */
public function new(name:String) {
super(name);
}
public function computeWorldPosition(bone:BonePose, point:Array<Float>):Array<Float> {
point[0] = x * bone.a + y * bone.b + bone.worldX;
point[1] = x * bone.c + y * bone.d + bone.worldY;
return point;
}
public function computeWorldRotation(bone:BonePose):Float {
var r:Float = this.rotation * MathUtils.degRad, cos:Float = Math.cos(r), sin:Float = Math.sin(r);
var x:Float = cos * bone.a + sin * bone.b;
var y:Float = cos * bone.c + sin * bone.d;
return MathUtils.atan2Deg(y, x);
}
override public function copy():Attachment {
var copy:PointAttachment = new PointAttachment(name);
copy.x = x;
copy.y = y;
copy.rotation = rotation;
copy.color.setFromColor(color);
return copy;
}
}