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初始化
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105
cocos2d-x/cocos/editor-support/spine/VertexEffect.h
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105
cocos2d-x/cocos/editor-support/spine/VertexEffect.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_VertexEffect_h
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#define Spine_VertexEffect_h
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#include <spine/SpineObject.h>
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#include <spine/MathUtil.h>
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namespace spine {
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class Skeleton;
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class Color;
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class SP_API VertexEffect: public SpineObject {
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public:
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virtual void begin(Skeleton& skeleton) = 0;
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virtual void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark) = 0;
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virtual void end() = 0;
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};
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class SP_API JitterVertexEffect: public VertexEffect {
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public:
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JitterVertexEffect(float jitterX, float jitterY);
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void begin(Skeleton& skeleton);
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void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
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void end();
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void setJitterX(float jitterX);
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float getJitterX();
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void setJitterY(float jitterY);
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float getJitterY();
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protected:
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float _jitterX;
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float _jitterY;
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};
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class SP_API SwirlVertexEffect: public VertexEffect {
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public:
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SwirlVertexEffect(float radius, Interpolation &interpolation);
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void begin(Skeleton& skeleton);
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void transform(float& x, float& y, float &u, float &v, Color &light, Color &dark);
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void end();
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void setCenterX(float centerX);
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float getCenterX();
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void setCenterY(float centerY);
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float getCenterY();
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void setRadius(float radius);
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float getRadius();
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void setAngle(float angle);
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float getAngle();
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void setWorldX(float worldX);
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float getWorldX();
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void setWorldY(float worldY);
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float getWorldY();
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protected:
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float _centerX;
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float _centerY;
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float _radius;
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float _angle;
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float _worldX;
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float _worldY;
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Interpolation& _interpolation;
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};
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}
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#endif /* Spine_VertexEffect_h */
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