mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 00:06:42 +08:00
232 lines
7.6 KiB
Swift
232 lines
7.6 KiB
Swift
// Spine Runtimes License Agreement
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// Last updated April 5, 2025. Replaces all prior versions.
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//
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// Copyright (c) 2013-2025, Esoteric Software LLC
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//
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// Integration of the Spine Runtimes into software or otherwise creating
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// derivative works of the Spine Runtimes is permitted under the terms and
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// conditions of Section 2 of the Spine Editor License Agreement:
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// http://esotericsoftware.com/spine-editor-license
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//
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// Otherwise, it is permitted to integrate the Spine Runtimes into software
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// or otherwise create derivative works of the Spine Runtimes (collectively,
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// "Products"), provided that each user of the Products must obtain their own
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// Spine Editor license and redistribution of the Products in any form must
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// include this license and copyright notice.
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//
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// THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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// BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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// THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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import Foundation
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@objc(SpineMeshAttachment)
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@objcMembers
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public final class MeshAttachment: VertexAttachment {
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internal let wrappee: spine_mesh_attachment
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internal init(_ wrappee: spine_mesh_attachment) {
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self.wrappee = wrappee
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super.init(wrappee)
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}
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public convenience init(name: String?) {
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let ptr = spine_mesh_attachment_create(name)
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self.init(ptr)
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}
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public func getRtti() -> Rtti {
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let result = spine_mesh_attachment_get_rtti(wrappee)
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return Rtti(result)
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}
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public func computeWorldVertices(skeleton: Skeleton, slot: Slot, start: size_t, count: size_t, worldVertices: UnsafeMutablePointer<Float>?, offset: size_t, stride: size_t) {
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spine_mesh_attachment_compute_world_vertices_1(wrappee, skeleton.wrappee, slot.wrappee, start, count, worldVertices, offset, stride)
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}
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public func computeWorldVertices(skeleton: Skeleton, slot: Slot, start: size_t, count: size_t, worldVertices: ArrayFloat, offset: size_t, stride: size_t) {
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spine_mesh_attachment_compute_world_vertices_2(wrappee, skeleton.wrappee, slot.wrappee, start, count, worldVertices, offset, stride)
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}
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public func updateRegion() {
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spine_mesh_attachment_update_region(wrappee)
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}
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public func getHullLength() -> Int32 {
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return spine_mesh_attachment_get_hull_length(wrappee)
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}
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public func setHullLength(inValue: Int32) {
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spine_mesh_attachment_set_hull_length(wrappee, inValue)
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}
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public func getRegionUVs() -> ArrayFloat {
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return spine_mesh_attachment_get_region_u_vs(wrappee)
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}
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public func setRegionUVs(inValue: ArrayFloat) {
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spine_mesh_attachment_set_region_u_vs(wrappee, inValue)
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}
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public func getUVs() -> ArrayFloat {
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return spine_mesh_attachment_get_u_vs(wrappee)
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}
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public func getTriangles() -> ArrayUnsignedShort {
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return spine_mesh_attachment_get_triangles(wrappee)
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}
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public func setTriangles(inValue: ArrayUnsignedShort) {
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spine_mesh_attachment_set_triangles(wrappee, inValue)
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}
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public func getColor() -> Color {
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let result = spine_mesh_attachment_get_color(wrappee)
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return Color(result)
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}
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public func getPath() -> String? {
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let result = spine_mesh_attachment_get_path(wrappee)
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return result != nil ? String(cString: result!) : nil
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}
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public func setPath(inValue: String?) {
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spine_mesh_attachment_set_path(wrappee, inValue?.cString(using: .utf8))
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}
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public func getRegion() -> TextureRegion {
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let result = spine_mesh_attachment_get_region(wrappee)
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return TextureRegion(result)
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}
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public func setRegion(region: TextureRegion) {
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spine_mesh_attachment_set_region(wrappee, region.wrappee)
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}
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public func getSequence() -> Sequence {
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let result = spine_mesh_attachment_get_sequence(wrappee)
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return Sequence(result)
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}
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public func setSequence(sequence: Sequence) {
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spine_mesh_attachment_set_sequence(wrappee, sequence.wrappee)
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}
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public func getParentMesh() -> MeshAttachment {
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let result = spine_mesh_attachment_get_parent_mesh(wrappee)
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return MeshAttachment(result)
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}
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public func setParentMesh(inValue: MeshAttachment) {
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spine_mesh_attachment_set_parent_mesh(wrappee, inValue.wrappee)
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}
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public func getEdges() -> ArrayUnsignedShort {
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return spine_mesh_attachment_get_edges(wrappee)
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}
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public func setEdges(inValue: ArrayUnsignedShort) {
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spine_mesh_attachment_set_edges(wrappee, inValue)
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}
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public func getWidth() -> Float {
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return spine_mesh_attachment_get_width(wrappee)
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}
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public func setWidth(inValue: Float) {
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spine_mesh_attachment_set_width(wrappee, inValue)
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}
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public func getHeight() -> Float {
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return spine_mesh_attachment_get_height(wrappee)
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}
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public func setHeight(inValue: Float) {
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spine_mesh_attachment_set_height(wrappee, inValue)
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}
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public func copy() -> Attachment {
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let result = spine_mesh_attachment_copy(wrappee)
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return Attachment(result)
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}
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public func newLinkedMesh() -> MeshAttachment {
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let result = spine_mesh_attachment_new_linked_mesh(wrappee)
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return MeshAttachment(result)
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}
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public func getId() -> Int32 {
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return spine_mesh_attachment_get_id(wrappee)
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}
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public func getBones() -> ArrayInt {
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return spine_mesh_attachment_get_bones(wrappee)
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}
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public func setBones(bones: ArrayInt) {
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spine_mesh_attachment_set_bones(wrappee, bones)
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}
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public func getVertices() -> ArrayFloat {
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return spine_mesh_attachment_get_vertices(wrappee)
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}
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public func setVertices(vertices: ArrayFloat) {
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spine_mesh_attachment_set_vertices(wrappee, vertices)
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}
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public func getWorldVerticesLength() -> size_t {
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return spine_mesh_attachment_get_world_vertices_length(wrappee)
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}
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public func setWorldVerticesLength(inValue: size_t) {
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spine_mesh_attachment_set_world_vertices_length(wrappee, inValue)
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}
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public func getTimelineAttachment() -> Attachment {
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let result = spine_mesh_attachment_get_timeline_attachment(wrappee)
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return Attachment(result)
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}
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public func setTimelineAttachment(attachment: Attachment) {
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spine_mesh_attachment_set_timeline_attachment(wrappee, attachment.wrappee)
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}
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public func copyTo(other: VertexAttachment) {
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spine_mesh_attachment_copy_to(wrappee, other.wrappee)
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}
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public func getName() -> String? {
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let result = spine_mesh_attachment_get_name(wrappee)
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return result != nil ? String(cString: result!) : nil
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}
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public func getRefCount() -> Int32 {
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return spine_mesh_attachment_get_ref_count(wrappee)
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}
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public func reference() {
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spine_mesh_attachment_reference(wrappee)
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}
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public func dereference() {
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spine_mesh_attachment_dereference(wrappee)
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}
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public func rtti() -> Rtti {
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let result = spine_mesh_attachment_rtti(wrappee)
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return Rtti(result)
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}
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deinit {
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spine_mesh_attachment_dispose(wrappee)
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}
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} |