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初始化
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cocos2d-x/cocos/editor-support/spine/Skeleton.h
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243
cocos2d-x/cocos/editor-support/spine/Skeleton.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_Skeleton_h
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#define Spine_Skeleton_h
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#include <spine/Vector.h>
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#include <spine/MathUtil.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <spine/Color.h>
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namespace spine {
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class SkeletonData;
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class Bone;
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class Updatable;
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class Slot;
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class IkConstraint;
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class PathConstraint;
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class TransformConstraint;
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class Skin;
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class Attachment;
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class SP_API Skeleton : public SpineObject {
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friend class AnimationState;
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friend class SkeletonBounds;
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friend class SkeletonClipping;
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friend class AttachmentTimeline;
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friend class ColorTimeline;
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friend class DeformTimeline;
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friend class DrawOrderTimeline;
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friend class EventTimeline;
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friend class IkConstraintTimeline;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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friend class ScaleTimeline;
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friend class ShearTimeline;
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friend class TransformConstraintTimeline;
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friend class TranslateTimeline;
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friend class TwoColorTimeline;
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public:
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explicit Skeleton(SkeletonData *skeletonData);
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~Skeleton();
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/// Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
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/// or removed.
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void updateCache();
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void printUpdateCache();
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/// Updates the world transform for each bone and applies constraints.
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void updateWorldTransform();
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/// Sets the bones, constraints, and slots to their setup pose values.
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void setToSetupPose();
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/// Sets the bones and constraints to their setup pose values.
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void setBonesToSetupPose();
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void setSlotsToSetupPose();
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/// @return May be NULL.
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Bone *findBone(const String &boneName);
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/// @return -1 if the bone was not found.
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int findBoneIndex(const String &boneName);
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/// @return May be NULL.
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Slot *findSlot(const String &slotName);
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/// @return -1 if the bone was not found.
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int findSlotIndex(const String &slotName);
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/// Sets a skin by name (see setSkin).
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void setSkin(const String &skinName);
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/// Attachments from the new skin are attached if the corresponding attachment from the old skin was attached.
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/// If there was no old skin, each slot's setup mode attachment is attached from the new skin.
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/// After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
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/// See Skeleton::setSlotsToSetupPose()
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/// Also, often AnimationState::apply(Skeleton&) is called before the next time the
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/// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
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/// @param newSkin May be NULL.
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void setSkin(Skin *newSkin);
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/// @return May be NULL.
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Attachment *getAttachment(const String &slotName, const String &attachmentName);
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/// @return May be NULL.
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Attachment *getAttachment(int slotIndex, const String &attachmentName);
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/// @param attachmentName May be empty.
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void setAttachment(const String &slotName, const String &attachmentName);
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/// @return May be NULL.
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IkConstraint *findIkConstraint(const String &constraintName);
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/// @return May be NULL.
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TransformConstraint *findTransformConstraint(const String &constraintName);
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/// @return May be NULL.
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PathConstraint *findPathConstraint(const String &constraintName);
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void update(float delta);
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/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
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/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
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/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
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/// @param outWidth The width of the AABB
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/// @param outHeight The height of the AABB.
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/// @param outVertexBuffer Reference to hold a Vector of floats. This method will assign it with new floats as needed.
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void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer);
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Bone *getRootBone();
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SkeletonData *getData();
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Vector<Bone *> &getBones();
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Vector<Updatable *> &getUpdateCacheList();
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Vector<Slot *> &getSlots();
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Vector<Slot *> &getDrawOrder();
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Vector<IkConstraint *> &getIkConstraints();
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Vector<PathConstraint *> &getPathConstraints();
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Vector<TransformConstraint *> &getTransformConstraints();
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Skin *getSkin();
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Color &getColor();
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float getTime();
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void setTime(float inValue);
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void setPosition(float x, float y);
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float getX();
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void setX(float inValue);
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float getY();
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void setY(float inValue);
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float getScaleX();
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void setScaleX(float inValue);
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float getScaleY();
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void setScaleY(float inValue);
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private:
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SkeletonData *_data;
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Vector<Bone *> _bones;
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Vector<Slot *> _slots;
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Vector<Slot *> _drawOrder;
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Vector<IkConstraint *> _ikConstraints;
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Vector<TransformConstraint *> _transformConstraints;
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Vector<PathConstraint *> _pathConstraints;
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Vector<Updatable *> _updateCache;
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Vector<Bone *> _updateCacheReset;
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Skin *_skin;
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Color _color;
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float _time;
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float _scaleX, _scaleY;
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float _x, _y;
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void sortIkConstraint(IkConstraint *constraint);
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void sortPathConstraint(PathConstraint *constraint);
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void sortTransformConstraint(TransformConstraint *constraint);
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void sortPathConstraintAttachment(Skin *skin, size_t slotIndex, Bone &slotBone);
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void sortPathConstraintAttachment(Attachment *attachment, Bone &slotBone);
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void sortBone(Bone *bone);
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static void sortReset(Vector<Bone *> &bones);
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};
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}
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#endif /* Spine_Skeleton_h */
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