Example #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Bone" /> class.
        /// </summary>
        /// <param name="data">The data.</param>
        /// <param name="parent">May be null.</param>
        /// <exception cref="System.ArgumentNullException">data cannot be null.</exception>
        public Bone(BoneData data, Bone parent)
        {
            if (data == null)
            {
                throw new ArgumentNullException("data cannot be null.");
            }

            this.Data = data;
            this.Parent = parent;
            this.SetToBindPose();
        }
Example #2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Slot" /> class.
        /// </summary>
        /// <param name="data">The data.</param>
        /// <param name="skeleton">The skeleton.</param>
        /// <param name="bone">The bone.</param>
        /// <exception cref="System.ArgumentNullException">data cannot be null.</exception>
        public Slot(SlotData data, Skeleton skeleton, Bone bone)
        {
            if (data == null)
            {
                throw new ArgumentNullException("data cannot be null.");
            }

            if (skeleton == null)
            {
                throw new ArgumentNullException("skeleton cannot be null.");
            }

            if (bone == null)
            {
                throw new ArgumentNullException("bone cannot be null.");
            }

            this.Data = data;
            Skeleton = skeleton;
            Bone = bone;
            this.SetToBindPose();
        }
Example #3
0
        /// <summary>
        /// Updates the vertices.
        /// </summary>
        /// <param name="bone">The bone.</param>
        public void UpdateVertices(Bone bone)
        {
            float x = bone.WorldX;
            float y = bone.WorldY;

            float m00 = bone.M00;
            float m01 = bone.M01;
            float m10 = bone.M10;
            float m11 = bone.M11;

            float[] vertices = this.Vertices;
            float[] offset = this.Offset;

            vertices[X1] = (offset[X1] * m00) + (offset[Y1] * m01) + x;
            vertices[Y1] = (offset[X1] * m10) + (offset[Y1] * m11) + y;
            vertices[X2] = (offset[X2] * m00) + (offset[Y2] * m01) + x;
            vertices[Y2] = (offset[X2] * m10) + (offset[Y2] * m11) + y;
            vertices[X3] = (offset[X3] * m00) + (offset[Y3] * m01) + x;
            vertices[Y3] = (offset[X3] * m10) + (offset[Y3] * m11) + y;
            vertices[X4] = (offset[X4] * m00) + (offset[Y4] * m01) + x;
            vertices[Y4] = (offset[X4] * m10) + (offset[Y4] * m11) + y;
        }