加入5套spine官方运行时

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tianmo committed 2026-09-07 21:40:29 +08:00
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/InheritTimeline.h>
#include <spine/Event.h>
#include <spine/Skeleton.h>
#include <spine/Bone.h>
#include <spine/BoneData.h>
#include <spine/BonePose.h>
#include <spine/Slot.h>
#include <spine/SlotData.h>
using namespace spine;
RTTI_IMPL_MULTI(InheritTimeline, Timeline, BoneTimeline)
InheritTimeline::InheritTimeline(size_t frameCount, int boneIndex) : Timeline(frameCount, ENTRIES), BoneTimeline(boneIndex), _boneIndex(boneIndex) {
PropertyId ids[] = {((PropertyId) Property_Inherit << 32) | boneIndex};
setPropertyIds(ids, 1);
_instant = true;
}
InheritTimeline::~InheritTimeline() {
}
void InheritTimeline::setFrame(int frame, float time, Inherit inherit) {
frame *= ENTRIES;
_frames[frame] = time;
_frames[frame + INHERIT] = (float) inherit;
}
void InheritTimeline::apply(Skeleton &skeleton, float lastTime, float time, Array<Event *> *events, float alpha, MixFrom from, bool add, bool out,
bool appliedPose) {
SP_UNUSED(lastTime);
SP_UNUSED(events);
SP_UNUSED(alpha);
SP_UNUSED(add);
Bone *bone = skeleton._bones[_boneIndex];
if (!bone->isActive()) return;
BonePose &pose = appliedPose ? *bone->_appliedPose : bone->_pose;
if (out) {
if (from != MixFrom_Current) pose._inherit = bone->_data._setupPose._inherit;
} else {
if (time < _frames[0]) {
if (from != MixFrom_Current) pose._inherit = bone->_data._setupPose._inherit;
} else {
int idx = Animation::search(_frames, time, ENTRIES) + INHERIT;
pose._inherit = static_cast<Inherit>((int) _frames[idx]);
}
}
}