#include #include #include namespace spine { RegionAttachment::RegionAttachment () { } void RegionAttachment::draw (const BaseSkeleton *skeleton) { ((Skeleton*)skeleton)->vertexArray.append(vertices[0]); } void RegionAttachment::updateWorldVertices (spine::Bone *bone) { float x = bone->worldX; float y = bone->worldY; float m00 = bone->m00; float m01 = bone->m01; float m10 = bone->m10; float m11 = bone->m11; vertices[0].position.x = offset[0] * m00 + offset[1] * m01 + x; vertices[0].position.y = offset[0] * m10 + offset[1] * m11 + y; vertices[1].position.x = offset[2] * m00 + offset[3] * m01 + x; vertices[1].position.y = offset[2] * m10 + offset[3] * m11 + y; vertices[2].position.x = offset[4] * m00 + offset[5] * m01 + x; vertices[2].position.y = offset[4] * m10 + offset[5] * m11 + y; vertices[3].position.x = offset[6] * m00 + offset[7] * m01 + x; vertices[3].position.y = offset[6] * m10 + offset[7] * m11 + y; } } /* namespace spine */