加入5套spine官方运行时

This commit is contained in:
tianmo
2026-09-07 21:40:29 +08:00
parent 98e51a259e
commit 6837ecada9
935 changed files with 204665 additions and 8 deletions
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_Bone_h
#define Spine_Bone_h
#include <spine/Posed.h>
#include <spine/PosedActive.h>
#include <spine/BoneData.h>
#include <spine/BonePose.h>
#include <spine/Array.h>
namespace spine {
/// A node in a skeleton's hierarchy with a transform that affects its children and their attachments. A bone has a number of
/// poses:
/// - getData(): The setup pose data.
/// - getPose(): The unconstrained local pose. Set by animations and application code.
/// - getAppliedPose(): The local pose to use for rendering. Possibly modified by constraints.
/// - World transform: the local pose combined with the parent world transform. Computed on a pose by
/// BonePose::updateWorldTransform(Skeleton) and Skeleton::updateWorldTransform(Physics).
class SP_API Bone : public PosedGeneric<BoneData, BonePose, BonePose>, public PosedActive, public Update {
friend class AnimationState;
friend class RotateTimeline;
friend class IkConstraint;
friend class TransformConstraint;
friend class VertexAttachment;
friend class PathConstraint;
friend class PhysicsConstraint;
friend class Skeleton;
friend class Slider;
friend class RegionAttachment;
friend class PointAttachment;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class ScaleTimeline;
friend class ScaleXTimeline;
friend class ScaleYTimeline;
friend class ShearTimeline;
friend class ShearXTimeline;
friend class ShearYTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class InheritTimeline;
RTTI_DECL
public:
/// @param parent May be NULL.
Bone(BoneData &data, Bone *parent);
/// Copy constructor. Does not copy the child bones.
Bone(Bone &bone, Bone *parent);
/// The parent bone, or null if this is the root bone.
Bone *getParent();
/// The immediate children of this bone.
Array<Bone *> &getChildren();
static bool isYDown() {
return yDown;
}
static void setYDown(bool value) {
yDown = value;
}
virtual void update(Skeleton &skeleton, Physics physics) override {
// No-op, need to extend Update so we can stuff Bone into Skeleton.updateCache temporarily.
// See Skeleton::updateCache().
}
private:
static bool yDown;
Bone *const _parent;
Array<Bone *> _children;
bool _sorted;
};
}
#endif /* Spine_Bone_h */