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/PhysicsConstraintPose.h>
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using namespace spine;
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PhysicsConstraintPose::PhysicsConstraintPose()
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: Pose<PhysicsConstraintPose>(), _inertia(0), _strength(0), _damping(0), _massInverse(0), _wind(0), _gravity(0), _mix(0) {
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}
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PhysicsConstraintPose::~PhysicsConstraintPose() {
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}
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void PhysicsConstraintPose::set(PhysicsConstraintPose &pose) {
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_inertia = pose._inertia;
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_strength = pose._strength;
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_damping = pose._damping;
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_massInverse = pose._massInverse;
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_wind = pose._wind;
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_gravity = pose._gravity;
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_mix = pose._mix;
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}
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float PhysicsConstraintPose::getInertia() {
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return _inertia;
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}
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void PhysicsConstraintPose::setInertia(float inertia) {
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_inertia = inertia;
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}
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float PhysicsConstraintPose::getStrength() {
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return _strength;
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}
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void PhysicsConstraintPose::setStrength(float strength) {
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_strength = strength;
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}
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float PhysicsConstraintPose::getDamping() {
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return _damping;
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}
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void PhysicsConstraintPose::setDamping(float damping) {
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_damping = damping;
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}
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float PhysicsConstraintPose::getMassInverse() {
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return _massInverse;
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}
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void PhysicsConstraintPose::setMassInverse(float massInverse) {
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_massInverse = massInverse;
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}
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float PhysicsConstraintPose::getWind() {
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return _wind;
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}
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void PhysicsConstraintPose::setWind(float wind) {
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_wind = wind;
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}
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float PhysicsConstraintPose::getGravity() {
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return _gravity;
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}
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void PhysicsConstraintPose::setGravity(float gravity) {
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_gravity = gravity;
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}
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float PhysicsConstraintPose::getMix() {
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return _mix;
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}
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void PhysicsConstraintPose::setMix(float mix) {
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_mix = mix;
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}
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