加入5套spine官方运行时
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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) 2013-2025, 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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#ifndef Spine_Bone_h
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#define Spine_Bone_h
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#include <spine/Posed.h>
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#include <spine/PosedActive.h>
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#include <spine/BoneData.h>
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#include <spine/BonePose.h>
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#include <spine/Array.h>
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namespace spine {
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/// A node in a skeleton's hierarchy with a transform that affects its children and their attachments. A bone has a number of
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/// poses:
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/// - getData(): The setup pose data.
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/// - getPose(): The unconstrained local pose. Set by animations and application code.
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/// - getAppliedPose(): The local pose to use for rendering. Possibly modified by constraints.
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/// - World transform: the local pose combined with the parent world transform. Computed on a pose by
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/// BonePose::updateWorldTransform(Skeleton) and Skeleton::updateWorldTransform(Physics).
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class SP_API Bone : public PosedGeneric<BoneData, BonePose, BonePose>, public PosedActive, public Update {
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friend class AnimationState;
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friend class RotateTimeline;
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friend class IkConstraint;
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friend class TransformConstraint;
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friend class VertexAttachment;
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friend class PathConstraint;
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friend class PhysicsConstraint;
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friend class Skeleton;
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friend class Slider;
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friend class RegionAttachment;
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friend class PointAttachment;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class ScaleTimeline;
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friend class ScaleXTimeline;
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friend class ScaleYTimeline;
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friend class ShearTimeline;
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friend class ShearXTimeline;
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friend class ShearYTimeline;
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friend class TranslateTimeline;
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class InheritTimeline;
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RTTI_DECL
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public:
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/// @param parent May be NULL.
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Bone(BoneData &data, Bone *parent);
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/// Copy constructor. Does not copy the child bones.
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Bone(Bone &bone, Bone *parent);
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/// The parent bone, or null if this is the root bone.
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Bone *getParent();
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/// The immediate children of this bone.
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Array<Bone *> &getChildren();
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static bool isYDown() {
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return yDown;
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}
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static void setYDown(bool value) {
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yDown = value;
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}
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virtual void update(Skeleton &skeleton, Physics physics) override {
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// No-op, need to extend Update so we can stuff Bone into Skeleton.updateCache temporarily.
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// See Skeleton::updateCache().
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}
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private:
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static bool yDown;
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Bone *const _parent;
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Array<Bone *> _children;
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bool _sorted;
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};
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}
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#endif /* Spine_Bone_h */
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