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/IkConstraintPose.h>
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using namespace spine;
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IkConstraintPose::IkConstraintPose() : _bendDirection(0), _compress(false), _stretch(false), _mix(0), _softness(0) {
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}
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IkConstraintPose::~IkConstraintPose() {
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}
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void IkConstraintPose::set(IkConstraintPose &pose) {
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_mix = pose._mix;
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_softness = pose._softness;
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_bendDirection = pose._bendDirection;
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_compress = pose._compress;
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_stretch = pose._stretch;
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}
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float IkConstraintPose::getMix() {
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return _mix;
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}
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void IkConstraintPose::setMix(float mix) {
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_mix = mix;
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}
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float IkConstraintPose::getSoftness() {
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return _softness;
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}
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void IkConstraintPose::setSoftness(float softness) {
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_softness = softness;
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}
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int IkConstraintPose::getBendDirection() {
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return _bendDirection;
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}
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void IkConstraintPose::setBendDirection(int bendDirection) {
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_bendDirection = bendDirection;
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}
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bool IkConstraintPose::getCompress() {
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return _compress;
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}
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void IkConstraintPose::setCompress(bool compress) {
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_compress = compress;
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}
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bool IkConstraintPose::getStretch() {
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return _stretch;
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}
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void IkConstraintPose::setStretch(bool stretch) {
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_stretch = stretch;
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}
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