Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* 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
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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/// <summary>Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by
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/// <see cref="SlotPose.Deform"/>.</summary>
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public abstract class VertexAttachment : Attachment {
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static int nextID = 0;
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static readonly Object nextIdLock = new Object();
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internal readonly int id;
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internal int[] bones;
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internal float[] vertices;
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internal int worldVerticesLength;
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/// <summary>Gets a unique ID for this attachment.</summary>
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public int Id { get { return id; } }
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/// <summary>The bones that affect the <see cref="Vertices"/>. The entries are, for each vertex, the number of bones affecting the
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/// vertex followed by that many bone indices, which is <see cref="Skeleton.Bones"/> index. Null if this attachment has no
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/// weights.</summary>
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public int[] Bones { get { return bones; } set { bones = value; } }
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/// <summary>The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are <c>x,y</c> pairs
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/// for each vertex. For a weighted attachment, the values are <c>x,y,weight</c> triplets for each bone affecting each
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/// vertex.</summary>
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public float[] Vertices { get { return vertices; } set { vertices = value; } }
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public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } }
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public VertexAttachment (string name)
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: base(name) {
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lock (VertexAttachment.nextIdLock) {
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id = VertexAttachment.nextID++;
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}
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}
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/// <summary>Copy constructor.</summary>
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public VertexAttachment (VertexAttachment other)
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: base(other) {
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lock (VertexAttachment.nextIdLock) {
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id = VertexAttachment.nextID++;
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}
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timelineAttachment = other.timelineAttachment;
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if (other.bones != null) {
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bones = new int[other.bones.Length];
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Array.Copy(other.bones, 0, bones, 0, bones.Length);
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} else
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bones = null;
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if (other.vertices != null) {
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vertices = new float[other.vertices.Length];
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Array.Copy(other.vertices, 0, vertices, 0, vertices.Length);
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} else
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vertices = null;
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worldVerticesLength = other.worldVerticesLength;
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}
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public void ComputeWorldVertices (Skeleton skeleton, Slot slot, float[] worldVertices) {
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ComputeWorldVertices(skeleton, slot, 0, worldVerticesLength, worldVertices, 0);
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}
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/// <summary>
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/// Transforms the attachment's local <see cref="Vertices"/> to world coordinates. If <see cref="SlotPose.Deform"/>
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/// is not empty, it is used to deform the vertices.
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/// <para />
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/// See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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/// Runtimes Guide.
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/// </summary>
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/// <param name="start">The index of the first <see cref="Vertices"/> value to transform. Each vertex has 2 values, x and y.</param>
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/// <param name="count">The number of world vertex values to output. Must be less than or equal to <see cref="WorldVerticesLength"/> - start.</param>
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/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to <paramref name="offset"/> + <paramref name="count"/>.</param>
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/// <param name="offset">The <paramref name="worldVertices"/> index to begin writing values.</param>
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/// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param>
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public virtual void ComputeWorldVertices (Skeleton skeleton, Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
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count = offset + (count >> 1) * stride;
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ExposedList<float> deformArray = slot.AppliedPose.deform;
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float[] vertices = this.vertices;
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int[] bones = this.bones;
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if (bones == null) {
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if (deformArray.Count > 0) vertices = deformArray.Items;
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BonePose bone = slot.bone.AppliedPose;
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float x = bone.worldX, y = bone.worldY;
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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for (int vv = start, w = offset; w < count; vv += 2, w += stride) {
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float vx = vertices[vv], vy = vertices[vv + 1];
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worldVertices[w] = vx * a + vy * b + x;
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worldVertices[w + 1] = vx * c + vy * d + y;
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}
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return;
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}
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int v = 0, skip = 0;
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for (int i = 0; i < start; i += 2) {
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int n = bones[v];
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v += n + 1;
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skip += n;
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}
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Bone[] skeletonBones = skeleton.bones.Items;
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if (deformArray.Count == 0) {
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for (int w = offset, b = skip * 3; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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BonePose bone = skeletonBones[bones[v]].AppliedPose;
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float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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} else {
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float[] deform = deformArray.Items;
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for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
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float wx = 0, wy = 0;
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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BonePose bone = skeletonBones[bones[v]].AppliedPose;
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float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
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}
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worldVertices[w] = wx;
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worldVertices[w + 1] = wy;
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}
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}
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}
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}
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}
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