VertexAttachment
Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's
{@link Slot#getDeform()}.
Instance Members 
spine
worldVerticesLength: Int
Transforms the attachment's local {@link #getVertices()} to world coordinates. If the slot's {@link Slot#getDeform()} is
not empty, it is used to deform the vertices.
See World transforms in the Spine
Runtimes Guide.
| Name | Type | Description | 
| slot | spine.Slot |  | 
| start | Int | The index of the first { | 
| count | Int | The number of world vertex values to output. Must be <= { | 
| worldVertices | spine.support.utils.FloatArray | The output world vertices. Must have a length >= offset+count*stride/ 2. | 
| offset | Int | The worldVerticesindex to begin writing values. | 
| stride | Int | The number of worldVerticesentries between the value pairs written. | 
Deform keys for the deform attachment are also applied to this attachment.
| Returns | Description | 
| VertexAttachment | May be null if no deform keys should be applied. | 
| Name | Type | Description | 
| deformAttachment | VertexAttachment | May be null if no deform keys should be applied. | 
The bones which affect the {@link #getVertices()}. 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 {@link Skeleton#getBones()}. Will be null
if this attachment has no weights.
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.
spine
getWorldVerticesLength(): IntThe maximum number of world vertex values that can be output by
{@link #computeWorldVertices(Slot, int, int, float[], int, int)} using the count parameter.
spine
setWorldVerticesLength(worldVerticesLength: Int): Void
| Name | Type | 
| worldVerticesLength | Int | 
Returns a unique ID for this attachment.
Does not copy id (generated) or name (set on construction).
Private Members