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/Interpolation.h>
#include <spine/MathUtil.h>
using namespace spine;
namespace {
class LinearInterpolation : public Interpolation {
public:
float apply(float a) override {
return a;
}
};
class SmoothInterpolation : public Interpolation {
public:
float apply(float a) override {
return a * a * (3 - 2 * a);
}
};
class SlowFastInterpolation : public Interpolation {
public:
float apply(float a) override {
return a * a;
}
};
class FastSlowInterpolation : public Interpolation {
public:
float apply(float a) override {
return (a - 1) * (a - 1) * -1 + 1;
}
};
class CircleInterpolation : public Interpolation {
public:
float apply(float a) override {
if (a <= 0.5f) {
a *= 2;
return (1 - MathUtil::sqrt(1 - a * a)) / 2;
}
a--;
a *= 2;
return (MathUtil::sqrt(1 - a * a) + 1) / 2;
}
};
}
Interpolation::~Interpolation() {
}
float Interpolation::apply(float a) {
return a;
}
float Interpolation::apply(float start, float end, float a) {
return start + (end - start) * apply(a);
}
Interpolation &Interpolation::linear() {
static LinearInterpolation interpolation;
return interpolation;
}
Interpolation &Interpolation::smooth() {
static SmoothInterpolation interpolation;
return interpolation;
}
Interpolation &Interpolation::slowFast() {
static SlowFastInterpolation interpolation;
return interpolation;
}
Interpolation &Interpolation::fastSlow() {
static FastSlowInterpolation interpolation;
return interpolation;
}
Interpolation &Interpolation::circle() {
static CircleInterpolation interpolation;
return interpolation;
}