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