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ios/cocos2d/cocos/editor-support/spine/MeshAttachment.h 4.27 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * 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
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   *
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   * 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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   *****************************************************************************/
  
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  #ifndef Spine_MeshAttachment_h
  #define Spine_MeshAttachment_h
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  #include <spine/VertexAttachment.h>
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  #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);
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  		bool getRegionRotate();
  		void setRegionRotate(bool inValue);
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  		int getRegionDegrees();
  		void setRegionDegrees(int inValue);
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  		float getRegionOffsetX();
  		void setRegionOffsetX(float inValue);
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  		// Pixels stripped from the bottom left, unrotated.
  		float getRegionOffsetY();
  		void setRegionOffsetY(float inValue);
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  		float getRegionWidth();
  		void setRegionWidth(float inValue);
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  		// Unrotated, stripped size.
  		float getRegionHeight();
  		void setRegionHeight(float inValue);
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  		float getRegionOriginalWidth();
  		void setRegionOriginalWidth(float inValue);
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  		// Unrotated, unstripped size.
  		float getRegionOriginalHeight();
  		void setRegionOriginalHeight(float inValue);
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  		MeshAttachment* getParentMesh();
  		void setParentMesh(MeshAttachment* inValue);
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  		// Nonessential.
  		Vector<unsigned short>& getEdges();
  		float getWidth();
  		void setWidth(float inValue);
  		float getHeight();
  		void setHeight(float inValue);
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  		virtual Attachment* copy();
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  		MeshAttachment* newLinkedMesh();
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  	private:
  		float _regionOffsetX, _regionOffsetY, _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;
  	};
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  }
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  #endif /* Spine_MeshAttachment_h */