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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  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. public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
  47. bone.LocalToWorld(this.x, this.y, out ox, out oy);
  48. }
  49. public float ComputeWorldRotation (Bone bone) {
  50. float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
  51. float ix = cos * bone.a + sin * bone.b;
  52. float iy = cos * bone.c + sin * bone.d;
  53. return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg;
  54. }
  55. }
  56. }