107 lines
4.9 KiB
Swift

//
// Spine Runtimes License Agreement
// Last updated April 5, 2025. Replaces all prior versions.
//
// Copyright (c) 2013-2025, Esoteric Software LLC
//
// Integration of the Spine Runtimes into software or otherwise creating
// derivative works of the Spine Runtimes is permitted under the terms and
// conditions of Section 2 of the Spine Editor License Agreement:
// http://esotericsoftware.com/spine-editor-license
//
// Otherwise, it is permitted to integrate the Spine Runtimes into software
// or otherwise create derivative works of the Spine Runtimes (collectively,
// "Products"), provided that each user of the Products must obtain their own
// Spine Editor license and redistribution of the Products in any form must
// include this license and copyright notice.
//
// THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
// THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// AUTO GENERATED FILE, DO NOT EDIT.
import Foundation
import SpineC
/// An attachment with vertices that are transformed by one or more bones and can be deformed by
/// SlotPose::getDeform().
@objc(SpineVertexAttachment)
@objcMembers
open class VertexAttachment: Attachment {
@nonobjc
public init(fromPointer ptr: spine_vertex_attachment) {
super.init(fromPointer: UnsafeMutableRawPointer(ptr).assumingMemoryBound(to: spine_attachment_wrapper.self))
}
/// Gets a unique ID for this attachment.
public var id: Int32 {
let result = spine_vertex_attachment_get_id(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self))
return result
}
/// The bones that affect the vertices. The entries are, for each vertex, the number of bones
/// affecting the vertex followed by that many bone indices, which is the Skeleton::getBones()
/// index. Empty if this attachment has no weights.
public var bones: ArrayInt {
get {
let result = spine_vertex_attachment_get_bones(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self))
return ArrayInt(fromPointer: result!)
}
set {
spine_vertex_attachment_set_bones(
_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self),
newValue._ptr.assumingMemoryBound(to: spine_array_int_wrapper.self))
}
}
/// The vertex positions in the bone's coordinate system. For a non-weighted attachment, the
/// values are x,y pairs for each vertex. For a weighted attachment, the values are x,y,weight
/// triplets for each bone affecting each vertex.
public var vertices: ArrayFloat {
get {
let result = spine_vertex_attachment_get_vertices(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self))
return ArrayFloat(fromPointer: result!)
}
set {
spine_vertex_attachment_set_vertices(
_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self),
newValue._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self))
}
}
public var worldVerticesLength: Int {
get {
let result = spine_vertex_attachment_get_world_vertices_length(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self))
return result
}
set {
spine_vertex_attachment_set_world_vertices_length(_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), newValue)
}
}
public func copyTo(_ other: VertexAttachment) {
spine_vertex_attachment_copy_to(
_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self),
other._ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self))
}
public func computeWorldVertices(
_ skeleton: Skeleton, _ slot: Slot, _ start: Int, _ count: Int, _ worldVertices: ArrayFloat, _ offset: Int, _ stride: Int
) {
spine_vertex_attachment_compute_world_vertices_2(
_ptr.assumingMemoryBound(to: spine_vertex_attachment_wrapper.self), skeleton._ptr.assumingMemoryBound(to: spine_skeleton_wrapper.self),
slot._ptr.assumingMemoryBound(to: spine_slot_wrapper.self), start, count,
worldVertices._ptr.assumingMemoryBound(to: spine_array_float_wrapper.self), offset, stride)
}
}