PointAttachment.cs 3.1 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software or
  13. * otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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  29. using System;
  30. namespace Spine {
  31. /// <summary>
  32. /// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
  33. /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
  34. /// skin.
  35. /// <p>
  36. /// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
  37. /// </summary>
  38. public class PointAttachment : Attachment {
  39. internal float x, y, rotation;
  40. public float X { get { return x; } set { x = value; } }
  41. public float Y { get { return y; } set { y = value; } }
  42. public float Rotation { get { return rotation; } set { rotation = value; } }
  43. public PointAttachment (string name)
  44. : base(name) {
  45. }
  46. /// <summary>Copy constructor.</summary>
  47. protected PointAttachment (PointAttachment other)
  48. : base(other) {
  49. x = other.x;
  50. y = other.y;
  51. rotation = other.rotation;
  52. }
  53. public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
  54. bone.LocalToWorld(this.x, this.y, out ox, out oy);
  55. }
  56. public float ComputeWorldRotation (Bone bone) {
  57. float r = rotation * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r);
  58. float x = cos * bone.a + sin * bone.b;
  59. float y = cos * bone.c + sin * bone.d;
  60. return MathUtils.Atan2Deg(y, x);
  61. }
  62. public override Attachment Copy () {
  63. return new PointAttachment(this);
  64. }
  65. }
  66. }