PointAttachment.h 2.7 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, 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
  13. * or 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
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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  28. *****************************************************************************/
  29. #ifndef Spine_PointAttachment_h
  30. #define Spine_PointAttachment_h
  31. #include <spine/Attachment.h>
  32. namespace spine {
  33. class Bone;
  34. /// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
  35. /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
  36. /// skin.
  37. ///
  38. /// See http://esotericsoftware.com/spine-point-attachments for Point Attachments in the Spine User Guide.
  39. ///
  40. class SP_API PointAttachment : public Attachment {
  41. friend class SkeletonBinary;
  42. friend class SkeletonJson;
  43. RTTI_DECL
  44. public:
  45. explicit PointAttachment(const String& name);
  46. void computeWorldPosition(Bone& bone, float& ox, float& oy);
  47. float computeWorldRotation(Bone& bone);
  48. float getX();
  49. void setX(float inValue);
  50. float getY();
  51. void setY(float inValue);
  52. float getRotation();
  53. void setRotation(float inValue);
  54. virtual Attachment* copy();
  55. private:
  56. float _x, _y, _rotation;
  57. };
  58. }
  59. #endif /* Spine_PointAttachment_h */