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_Skeleton_h
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#define Spine_Skeleton_h
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#include <spine/Array.h>
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#include <spine/MathUtil.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <spine/Color.h>
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#include <spine/Physics.h>
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#include <spine/Update.h>
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#include <spine/Posed.h>
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#include <spine/Constraint.h>
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#include <spine/DrawOrder.h>
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namespace spine {
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class SkeletonData;
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class Bone;
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class BonePose;
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class Updatable;
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class Slot;
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class DrawOrder;
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class IkConstraint;
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class PathConstraint;
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class PhysicsConstraint;
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class TransformConstraint;
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class Skin;
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class Attachment;
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class SkeletonClipping;
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/// Stores bones and slots to be posed by animations and application code. Multiple skeleton instances can share the same
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/// SkeletonData, including animations, attachments, and skins.
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///
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/// After posing, call updateWorldTransform(Physics) to apply constraints and compute world transforms for rendering.
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class SP_API Skeleton : public SpineObject {
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friend class AnimationState;
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friend class SkeletonBounds;
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friend class SkeletonClipping;
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friend class SlotCurveTimeline;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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friend class AlphaTimeline;
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friend class RGBA2Timeline;
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friend class RGB2Timeline;
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friend class DeformTimeline;
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friend class DrawOrderFolderTimeline;
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friend class DrawOrderTimeline;
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friend class EventTimeline;
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friend class IkConstraintTimeline;
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friend class InheritTimeline;
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friend class PathConstraint;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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friend class SliderTimeline;
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friend class SliderMixTimeline;
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friend class ScaleTimeline;
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friend class ScaleXTimeline;
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friend class ScaleYTimeline;
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friend class ShearTimeline;
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friend class ShearXTimeline;
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friend class ShearYTimeline;
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friend class TransformConstraintTimeline;
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friend class BoneTimeline1;
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friend class BoneTimeline2;
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friend class RotateTimeline;
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friend class TranslateTimeline;
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class TwoColorTimeline;
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friend class PhysicsConstraint;
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friend class BonePose;
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friend class IkConstraint;
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friend class PathConstraint;
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friend class PhysicsConstraint;
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friend class TransformConstraint;
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friend class Slider;
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public:
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explicit Skeleton(SkeletonData &skeletonData);
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~Skeleton();
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/// Caches information about bones and constraints. Must be called if the active skin is modified or if bones, constraints, or
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/// weighted path attachments are added or removed.
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void updateCache();
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void printUpdateCache();
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void constrained(Posed &object);
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void sortBone(Bone *bone);
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static void sortReset(Array<Bone *> &bones);
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/// Updates the world transform for each bone and applies all constraints.
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///
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/// See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
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/// Runtimes Guide.
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void updateWorldTransform(Physics physics);
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/// Sets the bones, constraints, and slots to their setup pose values.
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void setupPose();
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/// Sets the bones and constraints to their setup pose values.
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void setupPoseBones();
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void setupPoseSlots();
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SkeletonData &getData();
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Array<Bone *> &getBones();
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Array<Update *> &getUpdateCache();
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Bone *getRootBone();
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/// @return May be NULL.
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Bone *findBone(const String &boneName);
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/// The skeleton's slots in setup pose order. To change the order use DrawOrder::getPose(). For rendering use
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/// DrawOrder::getAppliedPose().
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Array<Slot *> &getSlots();
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/// @return May be NULL.
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Slot *findSlot(const String &slotName);
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/// The skeleton's draw order. Use DrawOrder::getAppliedPose() for rendering and DrawOrder::getPose() for changing the
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/// draw order.
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DrawOrder &getDrawOrder();
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Skin *getSkin();
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/// Sets a skin by name (see setSkin).
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void setSkin(const String &skinName);
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/// Sets the skin used to look up attachments before looking in SkeletonData::getDefaultSkin(). If the skin is changed,
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/// updateCache() is called.
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///
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/// Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
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/// no old skin, each slot's setup pose placeholder attachment is attached from the new skin.
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///
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/// After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
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/// setupPoseSlots(). Also, AnimationState::apply(Skeleton&) is often called before the next time the skeleton is rendered
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/// so attachment keys in the current animation(s) can hide or show attachments from the new skin.
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/// @param newSkin May be NULL.
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void setSkin(Skin *newSkin);
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/// Finds an attachment by looking in getSkin() and SkeletonData::getDefaultSkin() using the slot name and skin
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/// placeholder name. First the skin is checked and if the attachment was not found, the default skin is checked.
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/// @return May be NULL.
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Attachment *getAttachment(const String &slotName, const String &placeholder);
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/// Finds an attachment by looking in getSkin() and SkeletonData::getDefaultSkin() using the slot index and skin
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/// placeholder name. First the skin is checked and if the attachment was not found, the default skin is checked.
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/// @return May be NULL.
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Attachment *getAttachment(int slotIndex, const String &placeholder);
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/// A convenience method to set an attachment by finding the slot with findSlot(String), finding the attachment with
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/// getAttachment(int, String), then setting the slot's SlotPose::getAttachment().
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/// @param placeholder May be empty.
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void setAttachment(const String &slotName, const String &placeholder);
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Array<Constraint *> &getConstraints();
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/// The skeleton's physics constraints.
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Array<PhysicsConstraint *> &getPhysicsConstraints();
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/// Finds a constraint of the specified type by comparing each constraint's name. It is more efficient to cache the results of
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/// this method than to call it multiple times.
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template<class T>
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T *findConstraint(const String &constraintName) {
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if (constraintName.isEmpty()) return NULL;
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for (size_t i = 0; i < _constraints.size(); i++) {
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Constraint *constraint = _constraints[i];
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if (constraint->getRTTI().isExactly(T::rtti)) {
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if (constraint->getData().getName() == constraintName) {
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return (T *) constraint;
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}
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}
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}
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return NULL;
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}
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/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose.
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/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
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/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
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/// @param outWidth The width of the AABB
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/// @param outHeight The height of the AABB.
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void getBounds(float &outX, float &outY, float &outWidth, float &outHeight);
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/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose.
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/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
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/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
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/// @param outWidth The width of the AABB
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/// @param outHeight The height of the AABB.
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/// @param outVertexBuffer Reference to hold an array of floats. This method will assign it with new floats as needed.
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/// @param clipping Pointer to a SkeletonClipping instance or NULL. If a clipper is given, clipping attachments will be taken into account.
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void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Array<float> &outVertexBuffer, SkeletonClipping *clipping);
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Color &getColor();
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void setColor(Color &color);
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void setColor(float r, float g, float b, float a);
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float getScaleX();
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void setScaleX(float inValue);
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float getScaleY();
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void setScaleY(float inValue);
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void setScale(float scaleX, float scaleY);
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float getX();
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void setX(float inValue);
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float getY();
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void setY(float inValue);
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void setPosition(float x, float y);
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void getPosition(float &x, float &y);
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/// The x component of a vector that defines the direction PhysicsConstraintPose::getWind() is applied.
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float getWindX();
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void setWindX(float windX);
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/// The y component of a vector that defines the direction PhysicsConstraintPose::getWind() is applied.
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float getWindY();
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void setWindY(float windY);
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/// The x component of a vector that defines the direction PhysicsConstraintPose::getGravity() is applied.
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float getGravityX();
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void setGravityX(float gravityX);
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/// The y component of a vector that defines the direction PhysicsConstraintPose::getGravity() is applied.
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float getGravityY();
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void setGravityY(float gravityY);
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/// Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the
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/// specified point in world space.
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void physicsTranslate(float x, float y);
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/// Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
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void physicsRotate(float x, float y, float degrees);
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/// Returns the skeleton's time, used for time-based manipulations, such as PhysicsConstraint.
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///
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/// See update().
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float getTime();
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void setTime(float time);
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void update(float delta);
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protected:
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SkeletonData &_data;
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Array<Bone *> _bones;
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Array<Slot *> _slots;
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DrawOrder _drawOrder;
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Array<Constraint *> _constraints;
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Array<PhysicsConstraint *> _physics;
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Array<Update *> _updateCache;
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Array<Posed *> _resetCache;
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Skin *_skin;
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Color _color;
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float _x, _y;
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float _scaleX, _scaleY;
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float _windX, _windY, _gravityX, _gravityY;
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float _time;
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int _update;
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};
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}// namespace spine
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#endif /* Spine_Skeleton_h */
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