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ios/cocos2d/cocos/editor-support/spine/PointAttachment.h 2.69 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * 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
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   *
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   * 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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   *****************************************************************************/
  
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  #ifndef Spine_PointAttachment_h
  #define Spine_PointAttachment_h
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  #include <spine/Attachment.h>
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  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);
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  		float getY();
  		void setY(float inValue);
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  		float getRotation();
  		void setRotation(float inValue);
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  		virtual Attachment* copy();
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  	private:
  		float _x, _y, _rotation;
  	};
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  }
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  #endif /* Spine_PointAttachment_h */