This commit is contained in:
NathanSweet 2016-10-29 20:05:26 +02:00
parent 49f2f52f95
commit 7ac77fb177
2 changed files with 8 additions and 6 deletions

View File

@ -112,7 +112,8 @@ public class Slot {
attachmentTime = bone.skeleton.time - time;
}
/** Vertices to deform the slot's attachment.
/** Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
* weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
* <p>
* See {@link VertexAttachment#computeWorldVertices(Slot, int, int, float[], int)} and {@link DeformTimeline}. */
public FloatArray getAttachmentVertices () {

View File

@ -46,15 +46,16 @@ public class VertexAttachment extends Attachment {
super(name);
}
/** Transforms local {@link #getVertices()} to world coordinates, using 0 for <code>start</code> and <code>offset</code>.
/** Transforms the attachment's local {@link #getVertices()} to world coordinates, using 0 for <code>start</code> and
* <code>offset</code>.
* <p>
* See {@link #computeWorldVertices(Slot, int, int, float[], int)}. */
public void computeWorldVertices (Slot slot, float[] worldVertices) {
computeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
}
/** Transforms local {@link #getVertices()} to world coordinates. If the slot has {@link Slot#getAttachmentVertices()}, they
* are used to deform the vertices.
/** Transforms the attachment's 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-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide.
@ -126,8 +127,8 @@ public class VertexAttachment extends Attachment {
}
/** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting
* the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#getBones()}. May be null if
* this attachment has no weights. */
* the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#getBones()}. Will be null
* if this attachment has no weights. */
public int[] getBones () {
return bones;
}