An attachment with vertices that make up a polygon. Can be used for hit detection, creating physics bodies, spawning particle effects, and more.

See SkeletonBounds and Bounding Boxes in the Spine User Guide.

Constructor

new(name:String)

Variables

@:value(new Color(1, 1, 1, 1))color:Color = new Color(1, 1, 1, 1)

Methods

Inherited Variables

Defined by VertexAttachment

bones:Null<Array<Int>>

The bones which affect the vertices. The array entries are, for each vertex, the number of bones affecting the vertex followed by that many bone indices, which is the index of the bone in Skeleton.bones. Will be null if this attachment has no weights.

deformAttachment:Null<VertexAttachment>

Deform keys for the deform attachment are also applied to this attachment. May be null if no deform keys should be applied.

@:value((VertexAttachment.nextID++ & 65535) << 11)finalid:Int = (VertexAttachment.nextID++ & 65535) << 11

The unique ID for this attachment.

vertices:Array<Float>

The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are x,y entries for each vertex. For a weighted attachment, the values are x,y,weight entries for each bone affecting each vertex.

@:value(0)worldVerticesLength:Int = 0

The maximum number of world vertex values that can be output by computeWorldVertices using the count parameter.

Defined by Attachment

finalname:String

Inherited Methods

Defined by VertexAttachment

computeWorldVertices(slot:Slot, start:Int, count:Int, worldVertices:Array<Float>, offset:Int, stride:Int):Void

Transforms the attachment's local vertices to world coordinates. If the slot's Slot.deform is not empty, it is used to deform the vertices.

See World transforms in the Spine Runtimes Guide.

Parameters:

start

The index of the first vertices value to transform. Each vertex has 2 values, x and y.

count

The number of world vertex values to output. Must be <= worldVerticesLength - start.

worldVertices

The output world vertices. Must have a length >= offset + count * stride / 2.

offset

The worldVertices index to begin writing values.

stride

The number of worldVertices entries between the value pairs written.