Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
multiple animations on top of each other (layering).
Atlas data loaded from a .atlas file and its corresponding .png files. For each atlas image,
a corresponding Image and Paint is constructed, which are used when rendering a skeleton
that uses this atlas.
Base class for bounds providers. A bounds provider calculates the axis aligned bounding box
used to scale and fit a skeleton inside the bounds of a SpineWidget.
Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
the last bone is as close to the target bone as possible.
An attachment that displays a textured mesh. A mesh has hull vertices and internal vertices within the hull. Holes are not
supported. Each vertex has UVs (texture coordinates) and triangles are used to map an image on to the mesh.
Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
constrained bones so they follow a PathAttachment.
An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
skin.
Stores the vertices, indices, and atlas page index to be used for rendering one or more attachments
of a Skeleton to a Canvas. See the implementation of SkeletonDrawable.renderToCanvas on how to use this data to render it to a
Canvas.
Skeleton data loaded from a skeleton .json or .skel file. Contains bones, slots, constraints,
skins, animations, and so on making up a skeleton. Also contains meta data such as the skeletons
setup pose bounding box, the Spine editor version it was exported from, and so on.
Stores a slot's current pose. Slots organize attachments for Skeleton.getDrawOrder purposes and provide a place to store
state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared
across multiple skeletons.
A region within a texture, given in normalized texture coordinates of the top left (getU, getV) and
bottom left (getU2, getV2) corner of the region within the texture.
Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
bones to match that of the target bone.