/****************************************************************************** * 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. *****************************************************************************/ #ifndef Spine_MeshAttachment_h #define Spine_MeshAttachment_h #include #include #include #include #include #include namespace spine { /// Attachment that displays a texture region using a mesh. class SP_API MeshAttachment : public VertexAttachment { friend class SkeletonBinary; friend class SkeletonJson; friend class AtlasAttachmentLoader; RTTI_DECL public: explicit MeshAttachment(const String &name); virtual ~MeshAttachment(); using VertexAttachment::computeWorldVertices; virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset, size_t stride = 2) override; void updateRegion(); int getHullLength(); void setHullLength(int inValue); Array &getRegionUVs(); void setRegionUVs(Array &inValue); /// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateRegion Array &getUVs(); Array &getTriangles(); void setTriangles(Array &inValue); Color &getColor(); const String &getPath(); void setPath(const String &inValue); TextureRegion *getRegion(); void setRegion(TextureRegion *region); Sequence *getSequence(); void setSequence(Sequence *sequence); MeshAttachment *getParentMesh(); void setParentMesh(MeshAttachment *inValue); // Nonessential. Array &getEdges(); void setEdges(Array &inValue); float getWidth(); void setWidth(float inValue); float getHeight(); void setHeight(float inValue); virtual Attachment ©() override; MeshAttachment &newLinkedMesh(); private: TextureRegion *_region; String _path; Array _regionUVs; Array _uvs; Array _triangles; Color _color; int _hullLength; MeshAttachment *_parentMesh; Sequence *_sequence; // Nonessential. Array _edges; int _width, _height; }; } #endif /* Spine_MeshAttachment_h */