/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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. *****************************************************************************/ namespace 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 in the Spine User Guide. ///

public class PointAttachment : Attachment { internal float x, y, rotation; public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } public float Rotation { get { return rotation; } set { rotation = value; } } public PointAttachment (string name) : base(name) { } public void ComputeWorldPosition (Bone bone, out float ox, out float oy) { bone.LocalToWorld(this.x, this.y, out ox, out oy); } public float ComputeWorldRotation (Bone bone) { float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation); float ix = cos * bone.a + sin * bone.b; float iy = cos * bone.c + sin * bone.d; return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg; } } }