mirror of https://github.com/axmolengine/axmol.git
123 lines
3.6 KiB
C++
123 lines
3.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* 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
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_MeshAttachment_h
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#define Spine_MeshAttachment_h
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#include <spine/VertexAttachment.h>
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#include <spine/TextureRegion.h>
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#include <spine/Sequence.h>
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#include <spine/Vector.h>
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#include <spine/Color.h>
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#include <spine/HasRendererObject.h>
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namespace spine {
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/// Attachment that displays a texture region using a mesh.
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class SP_API MeshAttachment : public VertexAttachment, public HasRendererObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class AtlasAttachmentLoader;
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RTTI_DECL
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public:
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explicit MeshAttachment(const String &name);
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virtual ~MeshAttachment();
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using VertexAttachment::computeWorldVertices;
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virtual void computeWorldVertices(Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
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size_t stride = 2);
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void updateRegion();
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int getHullLength();
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void setHullLength(int inValue);
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Vector<float> &getRegionUVs();
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/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateRegion
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Vector<float> &getUVs();
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Vector<unsigned short> &getTriangles();
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Color &getColor();
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const String &getPath();
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void setPath(const String &inValue);
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TextureRegion *getRegion();
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void setRegion(TextureRegion *region);
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Sequence *getSequence();
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void setSequence(Sequence *sequence);
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MeshAttachment *getParentMesh();
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void setParentMesh(MeshAttachment *inValue);
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// Nonessential.
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Vector<unsigned short> &getEdges();
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float getWidth();
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void setWidth(float inValue);
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float getHeight();
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void setHeight(float inValue);
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virtual Attachment *copy();
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MeshAttachment *newLinkedMesh();
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private:
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MeshAttachment *_parentMesh;
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Vector<float> _uvs;
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Vector<float> _regionUVs;
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Vector<unsigned short> _triangles;
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Vector<unsigned short> _edges;
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String _path;
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Color _color;
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int _hullLength;
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int _width, _height;
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TextureRegion *_region;
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Sequence *_sequence;
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};
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}
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#endif /* Spine_MeshAttachment_h */
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