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_PhysicsConstraint_h
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#define Spine_PhysicsConstraint_h
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#include <spine/Constraint.h>
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#include <spine/PhysicsConstraintData.h>
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#include <spine/PhysicsConstraintPose.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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class Skeleton;
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class BonePose;
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class PhysicsConstraintPose;
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/// Applies physics to a bone.
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///
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/// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide.
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// Non-exported base class that inherits from the template
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class PhysicsConstraintBase : public ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose> {
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public:
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PhysicsConstraintBase(PhysicsConstraintData &data)
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: ConstraintGeneric<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose>(data) {
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}
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};
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class SP_API PhysicsConstraint : public PhysicsConstraintBase {
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friend class Skeleton;
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friend class PhysicsConstraintTimeline;
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friend class PhysicsConstraintInertiaTimeline;
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friend class PhysicsConstraintStrengthTimeline;
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friend class PhysicsConstraintDampingTimeline;
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friend class PhysicsConstraintMassTimeline;
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friend class PhysicsConstraintWindTimeline;
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friend class PhysicsConstraintGravityTimeline;
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friend class PhysicsConstraintMixTimeline;
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friend class PhysicsConstraintResetTimeline;
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public:
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RTTI_DECL
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PhysicsConstraint(PhysicsConstraintData &data, Skeleton &skeleton);
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void update(Skeleton &skeleton, Physics physics) override;
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void sort(Skeleton &skeleton) override;
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bool isSourceActive() override;
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PhysicsConstraint ©(Skeleton &skeleton);
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/// Resets all physics state that was the result of previous movement. Use this after moving a bone to prevent physics
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/// from reacting to the movement.
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void reset(Skeleton &skeleton);
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/// Translates the physics constraint so the next update() forces are applied as if the bone moved an additional amount in world space.
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void translate(float x, float y);
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/// Rotates the physics constraint so the next update() forces are applied as if the bone rotated around the specified point in world space.
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void rotate(float x, float y, float degrees);
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/// The bone constrained by this physics constraint.
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BonePose &getBone();
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void setBone(BonePose &bone);
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private:
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BonePose *_bone;
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bool _reset;
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float _ux, _uy, _cx, _cy, _tx, _ty;
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float _xOffset, _xLag, _xVelocity;
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float _yOffset, _yLag, _yVelocity;
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float _rotateOffset, _rotateLag, _rotateVelocity;
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float _scaleOffset, _scaleLag, _scaleVelocity;
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float _remaining, _lastTime;
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};
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}
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#endif /* Spine_PhysicsConstraint_h */
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