mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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154 lines
5.2 KiB
C++
154 lines
5.2 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_MeshAttachment_h
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#define Spine_MeshAttachment_h
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#include <spine/VertexAttachment.h>
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#include <spine/Vector.h>
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#include <string>
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namespace Spine
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{
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/// Attachment that displays a texture region using a mesh.
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class MeshAttachment : public VertexAttachment
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{
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RTTI_DECL;
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public:
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MeshAttachment(std::string name);
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void updateUVs();
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virtual bool applyDeform(VertexAttachment* sourceAttachment);
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int getHullLength();
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void setHullLength(float inValue);
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Vector<float>& getRegionUVs();
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void setRegionUVs(Vector<float>& inValue);
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/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateUVs
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Vector<float>& getUVs();
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void setUVs(Vector<float>& inValue);
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Vector<int>& getTriangles();
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void setTriangles(Vector<int>& inValue);
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float getR();
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void setR(float inValue);
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float getG();
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void setG(float inValue);
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float getB();
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void setB(float inValue);
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float getA();
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void setA(float inValue);
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std::string getPath();
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void setPath(std::string inValue);
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void* getRendererObject();
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void setRendererObject(void* inValue);
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float getRegionU();
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void setRegionU(float inValue);
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float getRegionV();
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void setRegionV(float inValue);
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float getRegionU2();
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void setRegionU2(float inValue);
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float getRegionV2();
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void setRegionV2(float inValue);
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bool getRegionRotate();
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void setRegionRotate(float inValue);
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float getRegionOffsetX();
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void setRegionOffsetX(float inValue);
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// Pixels stripped from the bottom left, unrotated.
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float getRegionOffsetY();
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void setRegionOffsetY(float inValue);
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float getRegionWidth();
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void setRegionWidth(float inValue);
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// Unrotated, stripped size.
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float getRegionHeight();
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void setRegionHeight(float inValue);
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float getRegionOriginalWidth();
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void setRegionOriginalWidth(float inValue);
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// Unrotated, unstripped size.
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float getRegionOriginalHeight();
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void setRegionOriginalHeight(float inValue);
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bool getInheritDeform();
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void setInheritDeform(bool inValue);
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MeshAttachment* getParentMesh();
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void setParentMesh(MeshAttachment* inValue);
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// Nonessential.
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Vector<int>& getEdges();
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void setEdges(Vector<int>& inValue);
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float getWidth();
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void setWidth(float inValue);
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float getHeight();
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void setHeight(float inValue);
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private:
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float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
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MeshAttachment* _parentMesh;
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Vector<float> _uvs;
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Vector<float> _regionUVs;
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Vector<int> _triangles;
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Vector<int> _edges;
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void* _rendererObject;
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std::string _path;
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float _regionU;
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float _regionV;
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float _regionU2;
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float _regionV2;
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float _width;
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float _height;
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float _r, _g, _b, _a;
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int _hullLength;
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bool _inheritDeform;
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bool _regionRotate;
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};
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}
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#endif /* Spine_MeshAttachment_h */
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