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Javadoc.
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@ -112,7 +112,8 @@ public class Slot {
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attachmentTime = bone.skeleton.time - time;
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attachmentTime = bone.skeleton.time - time;
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}
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}
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/** Vertices to deform the slot's attachment.
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/** Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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* weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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* <p>
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* <p>
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* See {@link VertexAttachment#computeWorldVertices(Slot, int, int, float[], int)} and {@link DeformTimeline}. */
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* See {@link VertexAttachment#computeWorldVertices(Slot, int, int, float[], int)} and {@link DeformTimeline}. */
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public FloatArray getAttachmentVertices () {
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public FloatArray getAttachmentVertices () {
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@ -46,15 +46,16 @@ public class VertexAttachment extends Attachment {
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super(name);
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super(name);
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}
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}
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/** Transforms local {@link #getVertices()} to world coordinates, using 0 for <code>start</code> and <code>offset</code>.
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/** Transforms the attachment's local {@link #getVertices()} to world coordinates, using 0 for <code>start</code> and
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* <code>offset</code>.
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* <p>
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* <p>
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* See {@link #computeWorldVertices(Slot, int, int, float[], int)}. */
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* See {@link #computeWorldVertices(Slot, int, int, float[], int)}. */
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public void computeWorldVertices (Slot slot, float[] worldVertices) {
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public void computeWorldVertices (Slot slot, float[] worldVertices) {
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computeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
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computeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0);
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}
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}
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/** Transforms local {@link #getVertices()} to world coordinates. If the slot has {@link Slot#getAttachmentVertices()}, they
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/** Transforms the attachment's local {@link #getVertices()} to world coordinates. If the slot has
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* are used to deform the vertices.
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* {@link Slot#getAttachmentVertices()}, they are used to deform the vertices.
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* <p>
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* <p>
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* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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* Runtimes Guide.
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* Runtimes Guide.
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@ -126,8 +127,8 @@ public class VertexAttachment extends Attachment {
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}
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}
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/** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting
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/** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting
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* the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#getBones()}. May be null if
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* the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#getBones()}. Will be null
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* this attachment has no weights. */
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* if this attachment has no weights. */
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public int[] getBones () {
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public int[] getBones () {
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return bones;
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return bones;
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}
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}
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