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_MeshAttachment_h
#define Spine_MeshAttachment_h
#include <spine/Array.h>
#include <spine/Color.h>
#include <spine/HasRendererObject.h>
#include <spine/Sequence.h>
#include <spine/TextureRegion.h>
#include <spine/VertexAttachment.h>
namespace spine {
/// Attachment that displays a texture region using a mesh.
class SP_API MeshAttachment : public VertexAttachment {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class AtlasAttachmentLoader;
RTTI_DECL
public:
explicit MeshAttachment(const String &name, Sequence *sequence);
virtual ~MeshAttachment();
using VertexAttachment::computeWorldVertices;
virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
size_t stride = 2) override;
Array<float> &getRegionUVs();
void setRegionUVs(Array<float> &inValue);
Array<unsigned short> &getTriangles();
void setTriangles(Array<unsigned short> &inValue);
int getHullLength();
void setHullLength(int inValue);
Sequence &getSequence();
void updateSequence();
const String &getPath();
void setPath(const String &inValue);
Color &getColor();
/// The parent mesh if this is a linked mesh, else NULL. A linked mesh shares the bones, vertices, regionUVs,
/// triangles, hullLength, edges, width, and height with the parent mesh, but may have a different name or path,
/// and therefore a different texture region.
MeshAttachment *getParentMesh();
void setParentMesh(MeshAttachment *inValue);
/// Vertex index pairs describing edges for controlling triangulation, or empty if nonessential data was not
/// exported. Mesh triangles do not cross edges. Triangulation is not performed at runtime.
Array<unsigned short> &getEdges();
void setEdges(Array<unsigned short> &inValue);
float getWidth();
void setWidth(float inValue);
float getHeight();
void setHeight(float inValue);
virtual Attachment &copy() override;
MeshAttachment &newLinkedMesh();
/// Computes UVs for a mesh attachment.
/// @param uvs Output array for the computed UVs, same length as regionUVs.
static void computeUVs(TextureRegion *region, Array<float> &regionUVs, Array<float> &uvs);
private:
Sequence *_sequence;
Array<float> _regionUVs;
Array<unsigned short> _triangles;
int _hullLength;
String _path;
Color _color;
MeshAttachment *_parentMesh;
Array<unsigned short> _edges;
float _width, _height;
};
}
#endif /* Spine_MeshAttachment_h */