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_PhysicsConstraintPose_h
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#define Spine_PhysicsConstraintPose_h
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#include <spine/Pose.h>
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#include <spine/RTTI.h>
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namespace spine {
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/// Stores a pose for a physics constraint.
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class SP_API PhysicsConstraintPose : public Pose<PhysicsConstraintPose> {
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friend class PhysicsConstraint;
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friend class PhysicsConstraintTimeline;
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friend class SkeletonJson;
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friend class SkeletonBinary;
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private:
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float _inertia;
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float _strength;
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float _damping;
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float _massInverse;
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float _wind;
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float _gravity;
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float _mix;
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public:
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PhysicsConstraintPose();
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virtual ~PhysicsConstraintPose();
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virtual void set(PhysicsConstraintPose &pose) override;
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/// Controls how much bone movement is converted into physics movement.
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float getInertia();
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void setInertia(float inertia);
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/// The amount of force used to return properties to the unconstrained value.
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float getStrength();
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void setStrength(float strength);
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/// Reduces the speed of physics movements, with more of a reduction at higher speeds.
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float getDamping();
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void setDamping(float damping);
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/// Determines susceptibility to acceleration.
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float getMassInverse();
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void setMassInverse(float massInverse);
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/// Applies a constant force along the Skeleton::getWindX(), Skeleton::getWindY() vector.
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float getWind();
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void setWind(float wind);
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/// Applies a constant force along the Skeleton::getGravityX(), Skeleton::getGravityY() vector.
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float getGravity();
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void setGravity(float gravity);
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/// A percentage (0+) that controls the mix between the constrained and unconstrained poses.
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float getMix();
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void setMix(float mix);
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};
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}
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#endif
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