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_IkConstraint_h
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#define Spine_IkConstraint_h
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#include <spine/Constraint.h>
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#include <spine/ConstraintData.h>
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#include <spine/IkConstraintData.h>
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#include <spine/IkConstraintPose.h>
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#include <spine/Array.h>
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namespace spine {
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class Skeleton;
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class Bone;
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class BonePose;
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// Non-exported base class that inherits from the template
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class IkConstraintBase : public ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose> {
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public:
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IkConstraintBase(IkConstraintData &data) : ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose>(data) {
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}
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};
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class SP_API IkConstraint : public IkConstraintBase {
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friend class Skeleton;
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friend class IkConstraintTimeline;
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RTTI_DECL
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public:
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IkConstraint(IkConstraintData &data, Skeleton &skeleton);
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virtual IkConstraint ©(Skeleton &skeleton);
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virtual void update(Skeleton &skeleton, Physics physics) override;
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virtual void sort(Skeleton &skeleton) override;
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virtual bool isSourceActive() override;
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Array<BonePose *> &getBones();
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Bone &getTarget();
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void setTarget(Bone &inValue);
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/// Adjusts the local rotation of the bone so the world position of the tip is as close to the target position as
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/// possible. The target is specified in the world coordinate system.
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static void apply(Skeleton &skeleton, BonePose &bone, float targetX, float targetY, bool compress, bool stretch, ScaleYMode scaleYMode,
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float mix);
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/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
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/// possible. The target is specified in the world coordinate system.
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/// @param child A direct descendant of the parent bone.
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static void apply(Skeleton &skeleton, BonePose &parent, BonePose &child, float targetX, float targetY, int bendDirection, bool stretch,
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ScaleYMode scaleYMode, float softness, float mix);
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private:
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Array<BonePose *> _bones;
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Bone *_target;
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};
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}
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#endif /* Spine_IkConstraint_h */
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