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_PathConstraint_h
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#define Spine_PathConstraint_h
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#include <spine/Constraint.h>
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#include <spine/ConstraintData.h>
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#include <spine/PathConstraintData.h>
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#include <spine/PathConstraintPose.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 PathAttachment;
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class BonePose;
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class Slot;
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class Bone;
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class Skin;
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class Attachment;
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/// Adjusts the rotation, translation, and scale of the constrained bones so they follow a PathAttachment.
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///
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/// See https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide.
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// Non-exported base class that inherits from the template
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class PathConstraintBase : public ConstraintGeneric<PathConstraint, PathConstraintData, PathConstraintPose> {
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public:
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PathConstraintBase(PathConstraintData &data) : ConstraintGeneric<PathConstraint, PathConstraintData, PathConstraintPose>(data) {
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}
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};
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class SP_API PathConstraint : public PathConstraintBase {
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friend class Skeleton;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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RTTI_DECL
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public:
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static const float epsilon;
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static const int NONE;
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static const int BEFORE;
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static const int AFTER;
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PathConstraint(PathConstraintData &data, Skeleton &skeleton);
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PathConstraint ©(Skeleton &skeleton);
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/// Applies the constraint to the constrained bones.
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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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/// The bones that will be modified by this path constraint.
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Array<BonePose *> &getBones();
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/// The slot whose path attachment will be used to constrained the bones.
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Slot &getSlot();
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void setSlot(Slot &slot);
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private:
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Array<BonePose *> _bones;
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Slot *_slot;
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Array<float> _spaces;
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Array<float> _positions;
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Array<float> _world;
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Array<float> _curves;
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Array<float> _lengths;
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Array<float> _segments;
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Array<float> &computeWorldPositions(Skeleton &skeleton, PathAttachment &path, int spacesCount, bool tangents);
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void addBeforePosition(float p, Array<float> &temp, int i, Array<float> &output, int o);
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void addAfterPosition(float p, Array<float> &temp, int i, Array<float> &output, int o);
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void addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, Array<float> &output,
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int o, bool tangents);
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void sortPathSlot(Skeleton &skeleton, Skin &skin, int slotIndex, Bone &slotBone);
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void sortPath(Skeleton &skeleton, Attachment *attachment, Bone &slotBone);
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};
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}
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#endif /* Spine_PathConstraint_h */
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