/******************************************************************************
 * 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.
 *****************************************************************************/

module 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](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. */
	export class PointAttachment extends VertexAttachment {
		x: number; y: number; rotation: number;

		/** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
		 * are not usually rendered at runtime. */
		color = new Color(0.38, 0.94, 0, 1);

		constructor (name: string) {
			super(name);
		}

		computeWorldPosition (bone: Bone, point: Vector2) {
			point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
			point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
			return point;
		}

		computeWorldRotation (bone: Bone) {
			let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation);
			let x = cos * bone.a + sin * bone.b;
			let y = cos * bone.c + sin * bone.d;
			return Math.atan2(y, x) * MathUtils.radDeg;
		}

		copy (): Attachment {
			let copy = new PointAttachment(this.name);
			copy.x = this.x;
			copy.y = this.y;
			copy.rotation = this.rotation;
			copy.color.setFromColor(this.color);
			return copy;
		}
	}
}
