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Spine_lab/tools/deobf/anchors.tsv
T
tianmo 9a6913e610 骨骼字段语义命名(实测证据)+ 逐类反编译避免大小写撞名
- anchors.tsv:按用户实测把这批字段钉死 ——
  Z/V=x/y、F=rotation、Code/SourceFile=scaleX/scaleY、StackMapTable/LineNumberTable=shearX/shearY
  (证据:编辑器里 Rotate=341.456 / Translate(-168,-116) / Scale(0.8799,0.572) / Shear(-52.221,-28.63)
   与 Inspector 显示值一一对应);D/B/L/I/S/C = 静止姿态组(推断);D:LGP;=skeleton、D:LGp;=parent、B:Color=color。
- names.tsv 合并后 208 条,Renamer 改名 2867 处成员引用。
- src-named 改为**每个类单独反编译、用载荷类名当文件名**:CFR 直接输出会把 GP.java/Gp.java
  这类只差大小写的类写到同一个文件(macOS 文件系统不区分大小写),必须逐类产出。
- 注:CFR 对同名成员的自动改名(var_xxx 风格)不要开(--renamedupmembers),否则会盖掉我们的语义名。
2026-10-16 15:35:33 +08:00

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# 名字映射锚点(只放**已确定**的;每条都要能说清依据,依据写进 混淆名对照表.md)
# 列:owner name desc newName (desc 写 * 表示该 owner 下所有同名成员)
#
# ---- libGDX:Table(载荷名 et);依据 Obf.java + 直读字节码 ----
et D (Ldl;)LdR; add
et D ([Ldl;)Let; addAll
et I ()LdR; row
et Z (Z)V setFillParent
et SourceFile ()V clearChildren
et D (Ljava/lang/CharSequence;)LdR; addLabel
# ---- libGDX:Cell(载荷名 dR)----
dR StackMapTable ()LdR; expand
dR D ()LdR; fill
dR C ()LdR; left
dR S ()LdR; top
# ---- libGDX:Button / Label(保名类)----
com/badlogic/gdx/scenes/scene2d/ui/Button String ()Z isChecked
com/badlogic/gdx/scenes/scene2d/ui/Button I (Z)V setChecked
com/badlogic/gdx/scenes/scene2d/ui/Button B (ZZ)V setCheckedAndFire
com/badlogic/gdx/scenes/scene2d/ui/Button a_ (Z)V setDisabled
com/badlogic/gdx/scenes/scene2d/ui/Label D (Ljava/lang/CharSequence;)V setText
com/badlogic/gdx/scenes/scene2d/ui/Label D ()Ljava/lang/StringBuilder; getTextBuilder
# ---- libGDX:SelectBox(载荷名 KP);依据 DumpSites 解出的 (Ljava/lang/String;)V ----
KP B (Ljava/lang/String;)V setSelected
KP B ()Ljava/lang/String; getSelected
KP B (I)V setSelectedIndex
# ---- 场景模型:Gp = 骨骼;依据 gp_2.java 的 toString()/D(String,boolean)V ----
Gp D Ljava/lang/String; name
Gp D (Ljava/lang/String;Z)V setName
# ---- 场景模型:Gp = 骨骼的变换字段 ----
# 证据:用户在编辑器里把 root 转到 341.456 / 平移(-168,-116) / 缩放(0.8799,0.572) / 斜切(-52.221,-28.63),
# 面板 Inspector 同步显示 Z=-168.00009 V=-116.0 F=33.676704 Code=0.8799178 SourceFile=0.5720396
# StackMapTable=-52.220505 LineNumberTable=-28.629883 —— 一一对应,故确定语义。
Gp Z F x
Gp V F y
Gp F F rotation
Gp Code F scaleX
Gp SourceFile F scaleY
Gp StackMapTable F shearX
Gp LineNumberTable F shearY
# 静止姿态(rest pose)那一组:值与默认姿态吻合(0,0,0,1,1,0),且未改动时与上面那组相等 —— 推断,留注释待复核
Gp D F setupX
Gp B F setupY
Gp L F setupRotation
Gp I F setupScaleX
Gp S F setupScaleY
Gp C F setupShear
# 引用类字段:skeleton 由 hd.D(set, bone.D)+GP.D(LGp;) 的用法确定;parent 由创建骨骼时 bone.D=parent 确定
Gp D LGP; skeleton
Gp D LGp; parent
Gp B Lcom/badlogic/gdx/graphics/Color; color