Skeleton class

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

findBone(String boneName) Bone?
findIkConstraint(String constraintName) IkConstraint?
findPathConstraint(String constraintName) PathConstraint?
findSlot(String slotName) Slot?
findTransformConstraint(String constraintName) TransformConstraint?
getAttachment(int slotIndex, String attachmentName) Attachment<Pointer<NativeType>>?
getAttachmentByName(String slotName, String attachmentName) Attachment<Pointer<NativeType>>?
getBones() List<Bone>
getBounds() Bounds
Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. @param outX The horizontal distance between the skeleton origin and the left side of the AABB. @param outY The vertical distance between the skeleton origin and the bottom side of the AABB. @param outWidth The width of the AABB @param outHeight The height of the AABB. @param outVertexBuffer Reference to hold a Vector of floats. This method will assign it with new floats as needed.
getColor() Color
getData() SkeletonData?
getDrawOrder() List<Slot>
getIkConstraints() List<IkConstraint>
getPathConstraints() List<PathConstraint>
getRootBone() Bone?
getScaleX() double
getScaleY() double
getSkin() Skin?
getSlots() List<Slot>
getTransformConstraints() List<TransformConstraint>
getX() double
getY() double
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
setAttachment(String slotName, String attachmentName) → void
setBonesToSetupPose() → void
Sets the bones and constraints to their setup pose values.
setColor(Color color) → void
setPosition(double x, double y) → void
setScaleX(double scaleX) → void
setScaleY(double scaleY) → void
setSkin(Skin skin) → void
setSkinByName(String skinName) → void
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 See Skeleton::setSlotsToSetupPose() Also, often AnimationState::apply(Skeleton&) 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. @param skinName May be NULL.
setSlotsToSetupPose() → void
setToSetupPose() → void
Sets the bones, constraints, and slots to their setup pose values.
setX(double x) → void
setY(double y) → void
toString() String
A string representation of this object.
inherited
updateCache() → void
Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added or removed.
updateWorldTransform() → void
Updates the world transform for each bone and applies constraints.
updateWorldTransformBone(Bone parent) → void

Operators

operator ==(Object other) bool
The equality operator.
inherited