Skeleton Type
Constructors
Constructor | Description |
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Copy constructor.
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Instance members
Instance member | Description |
Full Usage:
this.A
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Full Usage:
this.B
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The skeleton's bones, sorted parent first. The root bone is always the first bone.
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The skeleton's setup pose data.
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The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order.
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Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it repeatedly.
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Full Usage:
this.FindIkConstraint
Parameters:
string
Returns: IkConstraint
May be null.
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Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method than to call it repeatedly.
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Full Usage:
this.FindPathConstraint
Parameters:
string
Returns: PathConstraint
May be null.
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Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method than to call it repeatedly.
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Full Usage:
this.FindPhysicsConstraint
Parameters:
string
Returns: PhysicsConstraint
May be null.
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Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this method than to call it repeatedly.
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Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it repeatedly.
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Full Usage:
this.FindTransformConstraint
Parameters:
string
Returns: TransformConstraint
May be null.
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Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of this method than to call it repeatedly.
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Full Usage:
this.G
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Full Usage:
this.GetAttachment
Parameters:
string
attachmentName : string
Returns: Attachment
May be null.
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Finds an attachment by looking in the Skeleton.Skin and SkeletonData.DefaultSkin using the slot name and attachment name.
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Full Usage:
this.GetAttachment
Parameters:
int
attachmentName : string
Returns: Attachment
May be null.
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Finds an attachment by looking in the skin and skeletonData.defaultSkin using the slot index and attachment name.First the skin is checked and if the attachment was not found, the default skin is checked.
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Full Usage:
this.GetBounds
Parameters:
byref<float32>
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The horizontal distance between the skeleton origin and the left side of the AABB.
y : byref<float32>
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The vertical distance between the skeleton origin and the bottom side of the AABB.
width : byref<float32>
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The width of the AABB
height : byref<float32>
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The height of the AABB.
vertexBuffer : byref<float32[]>
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Reference to hold a float[]. May be a null reference. This method will assign it a new float[] with the appropriate size as needed.
?clipper : SkeletonClipping
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Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
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The skeleton's IK constraints.
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The skeleton's path constraints.
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The skeleton's physics constraints.
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Full Usage:
this.PhysicsRotate
Parameters:
float32
y : float32
degrees : float32
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Full Usage:
this.PhysicsTranslate
Parameters:
float32
y : float32
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Full Usage:
this.R
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Returns the root bone, or null if the skeleton has no bones.
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Full Usage:
this.ScaleX
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Scales the entire skeleton on the X axis. Bones that do not inherit scale are still affected by this property. |
Full Usage:
this.ScaleY
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Scales the entire skeleton on the Y axis. Bones that do not inherit scale are still affected by this property. |
Full Usage:
this.SetAttachment
Parameters:
string
attachmentName : string
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May be null to clear the slot's attachment.
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A convenience method to set an attachment by finding the slot with FindSlot, finding the attachment with GetAttachment, then setting the slot's slot.Attachment.
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Full Usage:
this.SetBonesToSetupPose
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Sets the bones and constraints to their setup pose values. |
Full Usage:
this.SetSkin
Parameters:
string
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Sets the skin used to look up attachments before looking in the SkeletonData.DefaultSkin. If the skin is changed, Skeleton.UpdateCache is called. Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode attachment is attached from the new skin. After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling Skeleton.SetSlotsToSetupPose. Also, often AnimationState.Apply is called before the next time the skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
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Full Usage:
this.SetSlotsToSetupPose
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Full Usage:
this.SetToSetupPose
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Sets the bones, constraints, and slots to their setup pose values. |
Full Usage:
this.Skin
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The skeleton's slots.
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Full Usage:
this.Time
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Full Usage:
this.ToString
Returns: string
Modifiers: abstract |
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The skeleton's transform constraints.
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Full Usage:
this.Update
Parameters:
float32
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Full Usage:
this.UpdateCache
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Caches information about bones and constraints. Must be called if the Skeleton.Skin is modified or if bones, constraints, or constraints, or weighted path attachments are added or removed. |
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The list of bones and constraints, sorted in the order they should be updated, as computed by Skeleton.UpdateCache.
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Updates the world transform for each bone and applies all constraints. See World transforms in the Spine Runtimes Guide.
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Full Usage:
this.X
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The skeleton X position, which is added to the root bone worldX position. Bones that do not inherit translation are still affected by this property. |
Full Usage:
this.Y
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The skeleton Y position, which is added to the root bone worldY position. Bones that do not inherit translation are still affected by this property. |