Mario Zechner 7b0bf128ff [cpp] Port AnimationState additive/hold rework, Skin placeholder rename, timeline API changes from spine-libgdx
- Replace MixBlend/MixDirection with bool fromSetup/add/out in all timeline apply() signatures
- Remove MixBlend.h and MixDirection.h (no longer used)
- Add Timeline::_additive and _instant fields
- Replace TrackEntry holdPrevious/interruptAlpha/mixBlend with additive/keepHold
- Rewrite AnimationState hold system with bitmask (Subsequent/First/Hold/HoldFirst)
- Rewrite applyMixingFrom alpha computation
- Rename Skin::AttachmentMap::Entry::_name to _placeholderName
- Fix SkeletonBinary::readLong() sign extension bug truncating 64-bit hashes
- Fix SkeletonSerializer sequence and bones null/empty parity with Java
- Add transition frame testing to HeadlessTest
- Port all doc updates from spine-libgdx
2026-03-24 21:09:50 +01:00

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#ifndef Spine_PointAttachment_h
#define Spine_PointAttachment_h
#include <spine/Attachment.h>
#include <spine/Color.h>
namespace spine {
class Bone;
class BonePose;
/// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
/// skin.
///
/// See https://esotericsoftware.com/spine-points for Point Attachments in the Spine User Guide.
///
class SP_API PointAttachment : public Attachment {
friend class SkeletonBinary;
friend class SkeletonJson;
RTTI_DECL
public:
explicit PointAttachment(const String &name);
/// The local X position.
float getX();
void setX(float inValue);
/// The local Y position.
float getY();
void setY(float inValue);
/// The local rotation in degrees, counter clockwise.
float getRotation();
void setRotation(float inValue);
Color &getColor();
/// Computes the world position from the local position.
void computeWorldPosition(BonePose &bone, float &ox, float &oy);
/// Computes the world rotation from the local rotation.
float computeWorldRotation(BonePose &bone);
virtual Attachment &copy() override;
private:
float _x, _y, _rotation;
Color _color;
};
}
#endif /* Spine_PointAttachment_h */