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_PhysicsConstraintTimeline_h
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#define Spine_PhysicsConstraintTimeline_h
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#include <spine/ConstraintTimeline.h>
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#include <spine/CurveTimeline.h>
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#include <spine/PhysicsConstraint.h>
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#include <spine/PhysicsConstraintData.h>
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#include <spine/PhysicsConstraintPose.h>
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namespace spine {
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/// The base class for most PhysicsConstraint timelines.
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class SP_API PhysicsConstraintTimeline : public CurveTimeline1, public ConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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/// @param constraintIndex -1 for all physics constraints in the skeleton.
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explicit PhysicsConstraintTimeline(size_t frameCount, size_t bezierCount, int constraintIndex, Property property);
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virtual void apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixFrom from, bool add, bool out,
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bool appliedPose) override;
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virtual int getConstraintIndex() const override {
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return _constraintIndex;
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}
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virtual void setConstraintIndex(int inValue) override {
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_constraintIndex = inValue;
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}
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protected:
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virtual float get(PhysicsConstraintPose &pose) = 0;
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virtual void set(PhysicsConstraintPose &pose, float value) = 0;
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virtual bool global(PhysicsConstraintData &constraintData) = 0;
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int _constraintIndex;
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};
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/// Changes a physics constraint's inertia.
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class SP_API PhysicsConstraintInertiaTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintInertiaTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintInertia) {};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return pose.getInertia();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setInertia(value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getInertiaGlobal();
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}
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};
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/// Changes a physics constraint's strength.
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class SP_API PhysicsConstraintStrengthTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintStrengthTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintStrength) {};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return pose.getStrength();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setStrength(value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getStrengthGlobal();
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}
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};
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/// Changes a physics constraint's damping.
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class SP_API PhysicsConstraintDampingTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintDampingTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintDamping) {};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return pose.getDamping();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setDamping(value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getDampingGlobal();
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}
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};
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/// Changes a physics constraint's mass inverse. The timeline values are not inverted.
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class SP_API PhysicsConstraintMassTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintMassTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMass) {};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return 1 / pose.getMassInverse();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setMassInverse(1 / value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getMassGlobal();
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}
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};
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/// Changes a physics constraint's wind.
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class SP_API PhysicsConstraintWindTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintWindTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintWind) {
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_additive = true;
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};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return pose.getWind();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setWind(value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getWindGlobal();
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}
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};
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/// Changes a physics constraint's gravity.
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class SP_API PhysicsConstraintGravityTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintGravityTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintGravity) {
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_additive = true;
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};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return pose.getGravity();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setGravity(value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getGravityGlobal();
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}
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};
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/// Changes a physics constraint's mix.
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class SP_API PhysicsConstraintMixTimeline : public PhysicsConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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explicit PhysicsConstraintMixTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex)
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: PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMix) {};
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protected:
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float get(PhysicsConstraintPose &pose) override {
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return pose.getMix();
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}
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void set(PhysicsConstraintPose &pose, float value) override {
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pose.setMix(value);
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}
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bool global(PhysicsConstraintData &constraintData) override {
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return constraintData.getMixGlobal();
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}
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};
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/// Resets a physics constraint when specific animation times are reached.
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class SP_API PhysicsConstraintResetTimeline : public Timeline, public ConstraintTimeline {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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RTTI_DECL
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public:
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/// @param constraintIndex -1 for all physics constraints in the skeleton.
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explicit PhysicsConstraintResetTimeline(size_t frameCount, int constraintIndex)
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: Timeline(frameCount, 1), ConstraintTimeline(), _constraintIndex(constraintIndex) {
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PropertyId ids[] = {((PropertyId) Property_PhysicsConstraintReset) << 32};
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setPropertyIds(ids, 1);
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_instant = true;
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}
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virtual void apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixFrom from, bool add, bool out,
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bool appliedPose) override;
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int getFrameCount() {
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return (int) _frames.size();
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}
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virtual int getConstraintIndex() const override {
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return _constraintIndex;
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}
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virtual void setConstraintIndex(int inValue) override {
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_constraintIndex = inValue;
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}
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/// Sets the time for the specified frame.
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void setFrame(int frame, float time) {
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_frames[frame] = time;
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}
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private:
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int _constraintIndex;
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};
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}// namespace spine
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#endif /* Spine_PhysicsConstraintTimeline_h */
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