// // Spine Runtimes License Agreement // Last updated April 5, 2025. Replaces all prior versions. // // Copyright (c) 2013-2025, Esoteric Software LLC // // Integration of the Spine Runtimes into software or otherwise creating // derivative works of the Spine Runtimes is permitted under the terms and // conditions of Section 2 of the Spine Editor License Agreement: // http://esotericsoftware.com/spine-editor-license // // Otherwise, it is permitted to integrate the Spine Runtimes into software // or otherwise create derivative works of the Spine Runtimes (collectively, // "Products"), provided that each user of the Products must obtain their own // Spine Editor license and redistribution of the Products in any form must // include this license and copyright notice. // // THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, // BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF // THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // AUTO GENERATED FILE, DO NOT EDIT. import Foundation import SpineC /// An attachment which is a single point and a rotation. This can be used to spawn projectiles, /// particles, etc. A bone can be used in similar ways, but a PointAttachment is slightly less /// expensive to compute and can be hidden, shown, and placed in a skin. /// /// See https://esotericsoftware.com/spine-points for Point Attachments in the Spine User Guide. @objc(SpinePointAttachment) @objcMembers public class PointAttachment: Attachment { @nonobjc public init(fromPointer ptr: spine_point_attachment) { super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_attachment_wrapper.self)) } public convenience init(_ name: String) { let ptr = spine_point_attachment_create(name) self.init(fromPointer: ptr!) } public var x: Float { get { let result = spine_point_attachment_get_x(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self)) return result } set { spine_point_attachment_set_x(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self), newValue) } } public var y: Float { get { let result = spine_point_attachment_get_y(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self)) return result } set { spine_point_attachment_set_y(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self), newValue) } } public var rotation: Float { get { let result = spine_point_attachment_get_rotation(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self)) return result } set { spine_point_attachment_set_rotation(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self), newValue) } } public var color: Color { let result = spine_point_attachment_get_color(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self)) return Color(fromPointer: result!) } public func computeWorldRotation(_ bone: BonePose) -> Float { let result = spine_point_attachment_compute_world_rotation( _ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self), bone._ptr.assumingMemoryBound(to: spine_bone_pose_wrapper.self)) return result } public func dispose() { spine_point_attachment_dispose(_ptr.assumingMemoryBound(to: spine_point_attachment_wrapper.self)) } }