diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java index 5ff6de7c2..c5ca2a35d 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java @@ -1702,7 +1702,7 @@ public class Animation { } } - /** Changes {@link Skeleton#drawOrder}. */ + /** Changes the {@link Skeleton#getDrawOrder()}. */ static public class DrawOrderTimeline extends Timeline { static final long propertyID = Property.drawOrder.ordinal(); static private final long[] propertyIds = {propertyID}; @@ -1752,7 +1752,7 @@ public class Animation { } } - /** Changes a subset of {@link Skeleton#drawOrder}. */ + /** Changes a subset of the {@link Skeleton#getDrawOrder() draw order}. */ static public class DrawOrderFolderTimeline extends Timeline { private final int[] slots; private final boolean[] inFolder; diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java index f8ee64e97..8d9ce7d60 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java @@ -37,9 +37,9 @@ import com.badlogic.gdx.utils.Null; *
+ * After posing, call {@link #updateWorldTransform(Physics)} to apply constraints and compute world transforms for rendering. *
* See Instance objects in the Spine * Runtimes Guide. */ @@ -463,7 +466,7 @@ public class Skeleton { return null; } - /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. + /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose. * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. * @param size An output value, the width and height of the AABB. * @param temp Working memory to temporarily store attachments' computed world vertices. */ @@ -471,7 +474,7 @@ public class Skeleton { getBounds(offset, size, temp, null); } - /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. Optionally applies + /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose. Optionally applies * clipping. * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. * @param size An output value, the width and height of the AABB. diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skin.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skin.java index 45ec90bad..f4b203a4c 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skin.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skin.java @@ -37,7 +37,7 @@ import com.badlogic.gdx.utils.OrderedSet; import com.esotericsoftware.spine.attachments.Attachment; import com.esotericsoftware.spine.attachments.MeshAttachment; -/** Stores attachments by slot index and placeholder name. +/** Stores attachments by slot index and placeholder name. Multiple {@link Skeleton} instances can use the same skins. *
* See {@link SkeletonData#defaultSkin}, {@link Skeleton#skin}, and * Runtime skins in the Spine Runtimes Guide. */ diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/Attachment.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/Attachment.java index 4f0f464a4..84c06a571 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/Attachment.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/Attachment.java @@ -31,7 +31,9 @@ package com.esotericsoftware.spine.attachments; import com.badlogic.gdx.utils.Null; -/** The base class for all attachments. */ +import com.esotericsoftware.spine.Skeleton; + +/** The base class for all attachments. Multiple {@link Skeleton} instances, slots, or skins can use the same attachments. */ abstract public class Attachment { final String name; @Null Attachment timelineAttachment;