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/InheritTimeline.h>
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#include <spine/Event.h>
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#include <spine/Skeleton.h>
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#include <spine/Bone.h>
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#include <spine/BoneData.h>
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#include <spine/BonePose.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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using namespace spine;
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RTTI_IMPL_MULTI(InheritTimeline, Timeline, BoneTimeline)
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InheritTimeline::InheritTimeline(size_t frameCount, int boneIndex) : Timeline(frameCount, ENTRIES), BoneTimeline(boneIndex), _boneIndex(boneIndex) {
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PropertyId ids[] = {((PropertyId) Property_Inherit << 32) | boneIndex};
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setPropertyIds(ids, 1);
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_instant = true;
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}
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InheritTimeline::~InheritTimeline() {
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}
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void InheritTimeline::setFrame(int frame, float time, Inherit inherit) {
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frame *= ENTRIES;
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_frames[frame] = time;
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_frames[frame + INHERIT] = (float) inherit;
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}
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void InheritTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixFrom from, bool add, bool out,
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bool appliedPose) {
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SP_UNUSED(lastTime);
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SP_UNUSED(events);
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SP_UNUSED(alpha);
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SP_UNUSED(add);
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Bone *bone = skeleton._bones[_boneIndex];
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if (!bone->isActive()) return;
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BonePose &pose = appliedPose ? *bone->_appliedPose : bone->_pose;
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if (out) {
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if (from != MixFrom_Current) pose._inherit = bone->_data._setupPose._inherit;
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} else {
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if (time < _frames[0]) {
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if (from != MixFrom_Current) pose._inherit = bone->_data._setupPose._inherit;
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} else {
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int idx = Animation::search(_frames, time, ENTRIES) + INHERIT;
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pose._inherit = static_cast<Inherit>((int) _frames[idx]);
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}
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}
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}
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