RegionAttachment.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* 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.
*****************************************************************************/
#ifndef Spine_RegionAttachment_h
#define Spine_RegionAttachment_h
#include <spine/Attachment.h>
#include <spine/Vector.h>
#include <spine/Color.h>
#include <spine/HasRendererObject.h>
#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, bool rotate);
/// 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<float>& 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 getRegionOffsetX();
void setRegionOffsetX(float inValue);
float getRegionOffsetY();
void setRegionOffsetY(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<float>& getOffset();
Vector<float>& 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, _regionWidth, _regionHeight, _regionOriginalWidth, _regionOriginalHeight;
Vector<float> _vertexOffset;
Vector<float> _uvs;
String _path;
float _regionU;
float _regionV;
float _regionU2;
float _regionV2;
Color _color;
};
}
#endif /* Spine_RegionAttachment_h */