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初始化
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123
cocos2d-x/cocos/editor-support/spine/BoneData.h
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123
cocos2d-x/cocos/editor-support/spine/BoneData.h
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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#ifndef Spine_BoneData_h
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#define Spine_BoneData_h
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#include <spine/TransformMode.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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namespace spine {
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class SP_API BoneData : public SpineObject {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class AnimationState;
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friend class RotateTimeline;
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friend class ScaleTimeline;
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friend class ShearTimeline;
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friend class TranslateTimeline;
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public:
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BoneData(int index, const String &name, BoneData *parent = NULL);
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/// The index of the bone in Skeleton.Bones
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int getIndex();
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/// The name of the bone, which is unique within the skeleton.
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const String &getName();
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/// May be NULL.
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BoneData *getParent();
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float getLength();
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void setLength(float inValue);
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/// Local X translation.
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float getX();
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void setX(float inValue);
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/// Local Y translation.
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float getY();
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void setY(float inValue);
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/// Local rotation.
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float getRotation();
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void setRotation(float inValue);
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/// Local scaleX.
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float getScaleX();
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void setScaleX(float inValue);
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/// Local scaleY.
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float getScaleY();
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void setScaleY(float inValue);
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/// Local shearX.
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float getShearX();
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void setShearX(float inValue);
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/// Local shearY.
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float getShearY();
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void setShearY(float inValue);
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/// The transform mode for how parent world transforms affect this bone.
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TransformMode getTransformMode();
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void setTransformMode(TransformMode inValue);
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bool isSkinRequired();
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void setSkinRequired(bool inValue);
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private:
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const int _index;
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const String _name;
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BoneData *_parent;
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float _length;
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float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY;
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TransformMode _transformMode;
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bool _skinRequired;
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};
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}
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#endif /* Spine_BoneData_h */
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