Javadocs.

This commit is contained in:
NathanSweet 2016-10-29 10:10:24 +02:00
parent b743a27e71
commit 49f2f52f95
4 changed files with 7 additions and 3 deletions

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@ -1024,6 +1024,10 @@ public class AnimationState {
start, interrupt, end, dispose, complete, event
}
/** The interface which can be implemented to receive TrackEntry events.
* <p>
* See TrackEntry {@link TrackEntry#setListener(AnimationStateListener)} and AnimationState
* {@link AnimationState#addListener(AnimationStateListener)}. */
static public interface AnimationStateListener {
/** Invoked when this entry has been set as the current entry. */
public void start (TrackEntry entry);

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@ -94,7 +94,7 @@ public class Bone implements Updatable {
/** Computes the world transform using the parent bone and the specified local transform. Child bones are not updated.
* <p>
* See <a href="http://esotericsoftware.com/spine-skeleton-manipulation#World-transforms">World transforms</a> in the Spine
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
public void updateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
ax = x;

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@ -296,7 +296,7 @@ public class Skeleton {
/** Updates the world transform for each bone and applies all constraints.
* <p>
* See <a href="http://esotericsoftware.com/spine-skeleton-manipulation#World-transforms">World transforms</a> in the Spine
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
public void updateWorldTransform () {
// This partial update avoids computing the world transform for constrained bones when 1) the bone is not updated

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@ -56,7 +56,7 @@ public class VertexAttachment extends Attachment {
/** Transforms local {@link #getVertices()} to world coordinates. If the slot has {@link Slot#getAttachmentVertices()}, they
* are used to deform the vertices.
* <p>
* See <a href="http://esotericsoftware.com/spine-skeleton-manipulation#World-transforms">World transforms</a> in the Spine
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide.
* @param start The index of the first {@link #getVertices()} value to transform. Each vertex has 2 values, x and y.
* @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - <code>start</code>.