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_MeshAttachment_h
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#define Spine_MeshAttachment_h
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#include <spine/Array.h>
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#include <spine/Color.h>
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#include <spine/HasRendererObject.h>
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#include <spine/Sequence.h>
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#include <spine/TextureRegion.h>
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#include <spine/VertexAttachment.h>
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namespace spine {
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/// Attachment that displays a texture region using a mesh.
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class SP_API MeshAttachment : public VertexAttachment {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class AtlasAttachmentLoader;
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RTTI_DECL
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public:
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explicit MeshAttachment(const String &name, Sequence *sequence);
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virtual ~MeshAttachment();
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using VertexAttachment::computeWorldVertices;
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virtual void computeWorldVertices(Skeleton &skeleton, Slot &slot, size_t start, size_t count, float *worldVertices, size_t offset,
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size_t stride = 2) override;
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Array<float> &getRegionUVs();
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void setRegionUVs(Array<float> &inValue);
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Array<unsigned short> &getTriangles();
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void setTriangles(Array<unsigned short> &inValue);
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int getHullLength();
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void setHullLength(int inValue);
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Sequence &getSequence();
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void updateSequence();
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const String &getPath();
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void setPath(const String &inValue);
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Color &getColor();
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/// The source mesh if this is a linked mesh, else NULL. A linked mesh shares the bones, vertices, regionUVs,
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/// triangles, hullLength, edges, width, and height with the source mesh, but may have a different name or path,
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/// and therefore a different texture region.
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MeshAttachment *getSourceMesh();
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void setSourceMesh(MeshAttachment *inValue);
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/// Vertex index pairs describing edges for controlling triangulation, or empty if nonessential data was not
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/// exported. Mesh triangles do not cross edges. Triangulation is not performed at runtime.
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Array<unsigned short> &getEdges();
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void setEdges(Array<unsigned short> &inValue);
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float getWidth();
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void setWidth(float inValue);
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float getHeight();
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void setHeight(float inValue);
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virtual Attachment ©() override;
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MeshAttachment &newLinkedMesh();
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/// Computes UVs for a mesh attachment.
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/// @param uvs Output array for the computed UVs, same length as regionUVs.
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static void computeUVs(TextureRegion *region, Array<float> ®ionUVs, Array<float> &uvs);
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private:
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Sequence *_sequence;
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Array<float> _regionUVs;
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Array<unsigned short> _triangles;
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int _hullLength;
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String _path;
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Color _color;
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MeshAttachment *_sourceMesh;
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Array<unsigned short> _edges;
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float _width, _height;
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};
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}
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#endif /* Spine_MeshAttachment_h */
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