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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#include <spine/Animation.h>
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#include <spine/Event.h>
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#include <spine/Skeleton.h>
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#include <spine/Timeline.h>
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#include <spine/BoneTimeline.h>
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#include <spine/RotateTimeline.h>
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#include <spine/TranslateTimeline.h>
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#include <spine/ArrayUtils.h>
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#include <stdint.h>
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using namespace spine;
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Animation::Animation(const String &name) : _timelines(), _timelineIds(), _bones(), _duration(0), _name(name), _color(1, 1, 1, 1) {
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}
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bool Animation::hasTimeline(Array<PropertyId> &ids) {
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for (size_t i = 0; i < ids.size(); i++) {
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if (_timelineIds.containsKey(ids[i])) return true;
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}
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return false;
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}
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Animation::~Animation() {
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ArrayUtils::deleteElements(_timelines);
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}
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void Animation::apply(Skeleton &skeleton, float lastTime, float time, bool loop, Array<Event *> *events, float alpha, MixFrom from, bool add,
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bool out, bool appliedPose) {
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if (loop && _duration != 0) {
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time = MathUtil::fmod(time, _duration);
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if (lastTime > 0) {
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lastTime = MathUtil::fmod(lastTime, _duration);
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}
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}
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for (size_t i = 0, n = _timelines.size(); i < n; ++i) {
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_timelines[i]->apply(skeleton, lastTime, time, events, alpha, from, add, out, appliedPose);
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}
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}
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const String &Animation::getName() {
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return _name;
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}
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const Array<int> &Animation::getBones() {
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return _bones;
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}
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Color &Animation::getColor() {
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return _color;
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}
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Array<Timeline *> &Animation::getTimelines() {
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return _timelines;
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}
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float Animation::getDuration() {
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return _duration;
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}
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void Animation::setDuration(float inValue) {
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_duration = inValue;
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}
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int Animation::search(Array<float> &frames, float target) {
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size_t n = (int) frames.size();
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for (size_t i = 1; i < n; i++) {
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if (frames[i] > target) return (int) (i - 1);
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}
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return (int) (n - 1);
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}
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int Animation::search(Array<float> &frames, float target, int step) {
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size_t n = frames.size();
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for (size_t i = step; i < n; i += step)
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if (frames[i] > target) return (int) (i - step);
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return (int) (n - step);
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}
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void Animation::setTimelines(Array<Timeline *> &timelines, Array<int> &bones) {
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_timelines = timelines;
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_bones = bones;
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size_t n = timelines.size();
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_timelineIds.clear();
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for (size_t i = 0; i < n; i++) {
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Timeline *timeline = timelines[i];
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Array<PropertyId> &propertyIds = timeline->getPropertyIds();
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for (size_t ii = 0; ii < propertyIds.size(); ii++) {
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_timelineIds.put(propertyIds[ii], true);
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}
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}
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}
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