mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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74 lines
3.2 KiB
TypeScript
74 lines
3.2 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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import { BonePose } from "src/BonePose.js";
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import { Color, Vector2, MathUtils } from "../Utils.js";
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import { VertexAttachment, Attachment } from "./Attachment.js";
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/** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
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* used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
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* skin.
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*
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* See [Point Attachments](https://esotericsoftware.com/spine-points) in the Spine User Guide. */
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export class PointAttachment extends VertexAttachment {
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x: number = 0;
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y: number = 0;
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rotation: number = 0;
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/** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
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* are not usually rendered at runtime. */
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color = new Color(0.38, 0.94, 0, 1);
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constructor (name: string) {
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super(name);
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}
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computeWorldPosition (bone: BonePose, point: Vector2) {
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point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
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point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
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return point;
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}
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computeWorldRotation (bone: BonePose) {
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const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
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const x = cos * bone.a + sin * bone.b;
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const y = cos * bone.c + sin * bone.d;
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return MathUtils.atan2Deg(y, x);
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}
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copy (): Attachment {
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let copy = new PointAttachment(this.name);
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copy.x = this.x;
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copy.y = this.y;
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copy.rotation = this.rotation;
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copy.color.setFromColor(this.color);
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return copy;
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}
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}
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