mirror of
https://github.com/smallmain/cocos-enhance-kit.git
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150 lines
4.4 KiB
C++
150 lines
4.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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#ifndef Spine_MeshAttachment_h
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#define Spine_MeshAttachment_h
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#include <spine/VertexAttachment.h>
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#include <spine/Vector.h>
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#include <spine/Color.h>
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#include <spine/HasRendererObject.h>
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namespace spine {
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/// Attachment that displays a texture region using a mesh.
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class SP_API MeshAttachment : public VertexAttachment, public HasRendererObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class AtlasAttachmentLoader;
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RTTI_DECL
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public:
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explicit MeshAttachment(const String& name);
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virtual ~MeshAttachment();
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void updateUVs();
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int getHullLength();
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void setHullLength(int inValue);
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Vector<float>& getRegionUVs();
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/// The UV pair for each vertex, normalized within the entire texture. See also MeshAttachment::updateUVs
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Vector<float>& getUVs();
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Vector<unsigned short>& getTriangles();
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Color& getColor();
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const String& getPath();
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void setPath(const String& inValue);
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float getRegionU();
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void setRegionU(float inValue);
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float getRegionV();
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void setRegionV(float inValue);
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float getRegionU2();
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void setRegionU2(float inValue);
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float getRegionV2();
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void setRegionV2(float inValue);
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bool getRegionRotate();
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void setRegionRotate(bool inValue);
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int getRegionDegrees();
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void setRegionDegrees(int inValue);
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float getRegionOffsetX();
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void setRegionOffsetX(float inValue);
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// Pixels stripped from the bottom left, unrotated.
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float getRegionOffsetY();
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void setRegionOffsetY(float inValue);
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float getRegionX();
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void setRegionX(float inValue);
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float getRegionY();
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void setRegionY(float inValue);
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float getRegionWidth();
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void setRegionWidth(float inValue);
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// Unrotated, stripped size.
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float getRegionHeight();
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void setRegionHeight(float inValue);
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float getRegionOriginalWidth();
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void setRegionOriginalWidth(float inValue);
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// Unrotated, unstripped size.
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float getRegionOriginalHeight();
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void setRegionOriginalHeight(float inValue);
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MeshAttachment* getParentMesh();
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void setParentMesh(MeshAttachment* inValue);
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// Nonessential.
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Vector<unsigned short>& getEdges();
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float getWidth();
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void setWidth(float inValue);
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float getHeight();
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void setHeight(float inValue);
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virtual Attachment* copy();
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MeshAttachment* newLinkedMesh();
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private:
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float _regionOffsetX, _regionOffsetY, _regionX, _regionY, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
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MeshAttachment* _parentMesh;
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Vector<float> _uvs;
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Vector<float> _regionUVs;
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Vector<unsigned short> _triangles;
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Vector<unsigned short> _edges;
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String _path;
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float _regionU;
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float _regionV;
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float _regionU2;
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float _regionV2;
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float _width;
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float _height;
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Color _color;
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int _hullLength;
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bool _regionRotate;
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int _regionDegrees;
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};
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}
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#endif /* Spine_MeshAttachment_h */
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