Stephen Gowen 175365a039 wip
2017-11-12 11:21:25 -05:00

154 lines
5.2 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_MeshAttachment_h
#define Spine_MeshAttachment_h
#include <spine/VertexAttachment.h>
#include <spine/Vector.h>
#include <string>
namespace Spine
{
/// Attachment that displays a texture region using a mesh.
class MeshAttachment : public VertexAttachment
{
RTTI_DECL;
public:
MeshAttachment(std::string name);
void updateUVs();
virtual bool applyDeform(VertexAttachment* sourceAttachment);
int getHullLength();
void setHullLength(float inValue);
Vector<float>& getRegionUVs();
void setRegionUVs(Vector<float>& inValue);
/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateUVs
Vector<float>& getUVs();
void setUVs(Vector<float>& inValue);
Vector<int>& getTriangles();
void setTriangles(Vector<int>& inValue);
float getR();
void setR(float inValue);
float getG();
void setG(float inValue);
float getB();
void setB(float inValue);
float getA();
void setA(float inValue);
std::string getPath();
void setPath(std::string inValue);
void* getRendererObject();
void setRendererObject(void* inValue);
float getRegionU();
void setRegionU(float inValue);
float getRegionV();
void setRegionV(float inValue);
float getRegionU2();
void setRegionU2(float inValue);
float getRegionV2();
void setRegionV2(float inValue);
bool getRegionRotate();
void setRegionRotate(float inValue);
float getRegionOffsetX();
void setRegionOffsetX(float inValue);
// Pixels stripped from the bottom left, unrotated.
float getRegionOffsetY();
void setRegionOffsetY(float inValue);
float getRegionWidth();
void setRegionWidth(float inValue);
// Unrotated, stripped size.
float getRegionHeight();
void setRegionHeight(float inValue);
float getRegionOriginalWidth();
void setRegionOriginalWidth(float inValue);
// Unrotated, unstripped size.
float getRegionOriginalHeight();
void setRegionOriginalHeight(float inValue);
bool getInheritDeform();
void setInheritDeform(bool inValue);
MeshAttachment* getParentMesh();
void setParentMesh(MeshAttachment* inValue);
// Nonessential.
Vector<int>& getEdges();
void setEdges(Vector<int>& inValue);
float getWidth();
void setWidth(float inValue);
float getHeight();
void setHeight(float inValue);
private:
float _regionOffsetX, _regionOffsetY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
MeshAttachment* _parentMesh;
Vector<float> _uvs;
Vector<float> _regionUVs;
Vector<int> _triangles;
Vector<int> _edges;
void* _rendererObject;
std::string _path;
float _regionU;
float _regionV;
float _regionU2;
float _regionV2;
float _width;
float _height;
float _r, _g, _b, _a;
int _hullLength;
bool _inheritDeform;
bool _regionRotate;
};
}
#endif /* Spine_MeshAttachment_h */