/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. *****************************************************************************/ #ifndef Spine_RegionAttachment_h #define Spine_RegionAttachment_h #include #include #include #include #define NUM_UVS 8 namespace spine { class Bone; /// Attachment that displays a texture region. class SP_API RegionAttachment : public Attachment, public HasRendererObject { friend class SkeletonBinary; friend class SkeletonJson; friend class AtlasAttachmentLoader; RTTI_DECL public: explicit RegionAttachment(const String& name); void updateOffset(); void setUVs(float u, float v, float u2, float v2, float degress); /// Transforms the attachment's four vertices to world coordinates. /// @param bone The parent bone. /// @param worldVertices The output world vertices. Must have a length greater than or equal to offset + 8. /// @param offset The worldVertices index to begin writing values. /// @param stride The number of worldVertices entries between the value pairs written. void computeWorldVertices(Bone& bone, float *worldVertices, size_t offset, size_t stride = 2); void computeWorldVertices(Bone& bone, Vector& worldVertices, size_t offset, size_t stride = 2); float getX(); void setX(float inValue); float getY(); void setY(float inValue); float getRotation(); void setRotation(float inValue); float getScaleX(); void setScaleX(float inValue); float getScaleY(); void setScaleY(float inValue); float getWidth(); void setWidth(float inValue); float getHeight(); void setHeight(float inValue); Color& getColor(); const String& getPath(); void setPath(const String& inValue); float getRegionDegrees(); void setRegionDegrees(float inValue); float getRegionOffsetX(); void setRegionOffsetX(float inValue); float getRegionOffsetY(); void setRegionOffsetY(float inValue); float getRegionX(); void setRegionX(float inValue); float getRegionY(); void setRegionY(float inValue); float getRegionWidth(); void setRegionWidth(float inValue); float getRegionHeight(); void setRegionHeight(float inValue); float getRegionOriginalWidth(); void setRegionOriginalWidth(float inValue); float getRegionOriginalHeight(); void setRegionOriginalHeight(float inValue); Vector& getOffset(); Vector& getUVs(); virtual Attachment* copy(); private: static const int BLX; static const int BLY; static const int ULX; static const int ULY; static const int URX; static const int URY; static const int BRX; static const int BRY; float _x, _y, _rotation, _scaleX, _scaleY, _width, _height; float _regionOffsetX, _regionOffsetY, _regionX, _regionY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight; Vector _vertexOffset; Vector _uvs; String _path; float _regionU; float _regionV; float _regionU2; float _regionV2; Color _color; float _regionDegrees; }; } #endif /* Spine_RegionAttachment_h */