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/TranslateTimeline.h>
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#include <spine/Event.h>
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#include <spine/Skeleton.h>
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#include <spine/Animation.h>
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#include <spine/Bone.h>
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#include <spine/BoneData.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(TranslateTimeline, BoneTimeline2)
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TranslateTimeline::TranslateTimeline(size_t frameCount, size_t bezierCount, int boneIndex)
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: BoneTimeline2(frameCount, bezierCount, boneIndex, Property_X, Property_Y) {
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}
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void TranslateTimeline::_apply(BonePose &pose, BonePose &setup, float time, float alpha, MixFrom from, bool add, bool out) {
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SP_UNUSED(out);
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if (time < _frames[0]) {
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switch (from) {
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case MixFrom_Setup:
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pose._x = setup._x;
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pose._y = setup._y;
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break;
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case MixFrom_First:
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pose._x += (setup._x - pose._x) * alpha;
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pose._y += (setup._y - pose._y) * alpha;
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break;
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case MixFrom_Current:
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break;
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}
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return;
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}
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float x, y;
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int i = Animation::search(_frames, time, BoneTimeline2::ENTRIES);
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int curveType = (int) _curves[i / BoneTimeline2::ENTRIES];
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switch (curveType) {
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case CurveTimeline::LINEAR: {
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float before = _frames[i];
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x = _frames[i + BoneTimeline2::VALUE1];
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y = _frames[i + BoneTimeline2::VALUE2];
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float t = (time - before) / (_frames[i + BoneTimeline2::ENTRIES] - before);
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x += (_frames[i + BoneTimeline2::ENTRIES + BoneTimeline2::VALUE1] - x) * t;
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y += (_frames[i + BoneTimeline2::ENTRIES + BoneTimeline2::VALUE2] - y) * t;
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break;
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}
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case CurveTimeline::STEPPED: {
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x = _frames[i + BoneTimeline2::VALUE1];
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y = _frames[i + BoneTimeline2::VALUE2];
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break;
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}
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default: {
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x = getBezierValue(time, i, BoneTimeline2::VALUE1, curveType - BoneTimeline2::BEZIER);
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y = getBezierValue(time, i, BoneTimeline2::VALUE2, curveType + BoneTimeline2::BEZIER_SIZE - BoneTimeline2::BEZIER);
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}
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}
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if (from == MixFrom_Setup) {
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pose._x = setup._x + x * alpha;
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pose._y = setup._y + y * alpha;
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} else if (add) {
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pose._x += x * alpha;
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pose._y += y * alpha;
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} else {
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pose._x += (setup._x + x - pose._x) * alpha;
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pose._y += (setup._y + y - pose._y) * alpha;
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}
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}
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RTTI_IMPL(TranslateXTimeline, BoneTimeline1)
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TranslateXTimeline::TranslateXTimeline(size_t frameCount, size_t bezierCount, int boneIndex)
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: BoneTimeline1(frameCount, bezierCount, boneIndex, Property_X) {
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}
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void TranslateXTimeline::_apply(BonePose &pose, BonePose &setup, float time, float alpha, MixFrom from, bool add, bool out) {
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SP_UNUSED(out);
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pose._x = getRelativeValue(time, alpha, from, add, pose._x, setup._x);
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}
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RTTI_IMPL(TranslateYTimeline, BoneTimeline1)
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TranslateYTimeline::TranslateYTimeline(size_t frameCount, size_t bezierCount, int boneIndex)
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: BoneTimeline1(frameCount, bezierCount, boneIndex, Property_Y) {
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}
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void TranslateYTimeline::_apply(BonePose &pose, BonePose &setup, float time, float alpha, MixFrom from, bool add, bool out) {
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SP_UNUSED(out);
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pose._y = getRelativeValue(time, alpha, from, add, pose._y, setup._y);
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}
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