// // 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 with vertices that are transformed by one or more bones and can be deformed by /// SlotPose::getDeform(). @objc(SpineVertexAttachment) @objcMembers open class VertexAttachment: Attachment { @nonobjc public init(fromPointer ptr: spine_vertex_attachment) { super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_attachment_wrapper.self)) } /// Gets a unique ID for this attachment. public var id: Int32 { let result = spine_vertex_attachment_get_id(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self)) return result } /// The bones that affect the vertices. The entries are, for each vertex, the number of bones /// affecting the vertex followed by that many bone indices, which is the Skeleton::getBones() /// index. Empty if this attachment has no weights. public var bones: ArrayInt { get { let result = spine_vertex_attachment_get_bones(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self)) return ArrayInt(fromPointer: result!) } set { spine_vertex_attachment_set_bones( _ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), newValue._ptr.assumingMemoryBound(to: spine_array_int_wrapper.self)) } } /// The vertex positions in the bone's coordinate system. For a non-weighted attachment, the /// values are x,y pairs for each vertex. For a weighted attachment, the values are x,y,weight /// triplets for each bone affecting each vertex. public var vertices: ArrayFloat { get { let result = spine_vertex_attachment_get_vertices(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self)) return ArrayFloat(fromPointer: result!) } set { spine_vertex_attachment_set_vertices( _ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), newValue._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self)) } } public var worldVerticesLength: Int { get { let result = spine_vertex_attachment_get_world_vertices_length(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self)) return result } set { spine_vertex_attachment_set_world_vertices_length(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), newValue) } } public func copyTo(_ other: VertexAttachment) { spine_vertex_attachment_copy_to( _ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), other._ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self)) } public func computeWorldVertices( _ skeleton: Skeleton, _ slot: Slot, _ start: Int, _ count: Int, _ worldVertices: ArrayFloat, _ offset: Int, _ stride: Int ) { spine_vertex_attachment_compute_world_vertices_2( _ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self), slot._ptr.assumingMemoryBound(to: spine_slot_wrapper.self), start, count, worldVertices._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self), offset, stride) } }