axmol/extensions/spine/runtime/include/spine/PointAttachment.h

74 lines
2.7 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_PointAttachment_h
#define Spine_PointAttachment_h
#include <spine/Attachment.h>
namespace spine {
class Bone;
/// 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 http://esotericsoftware.com/spine-point-attachments for Point Attachments in the Spine User Guide.
///
class SP_API PointAttachment : public Attachment {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PointAttachment(const String& name);
void computeWorldPosition(Bone& bone, float& ox, float& oy);
float computeWorldRotation(Bone& bone);
float getX();
void setX(float inValue);
float getY();
void setY(float inValue);
float getRotation();
void setRotation(float inValue);
virtual Attachment* copy();
private:
float _x, _y, _rotation;
};
}
#endif /* Spine_PointAttachment_h */