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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated July 28, 2023. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2023, 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 or
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+ * 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 THE
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+ * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#ifndef Spine_PhysicsConstraintTimeline_h
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+#define Spine_PhysicsConstraintTimeline_h
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+
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+#include <spine/CurveTimeline.h>
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+#include <spine/PhysicsConstraint.h>
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+#include <spine/PhysicsConstraintData.h>
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+
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+namespace spine {
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+
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+ class SP_API PhysicsConstraintTimeline : public CurveTimeline1 {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex, Property property);
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+
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+ virtual void
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+ apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
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+ MixDirection direction);
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+
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+ int getPhysicsConstraintIndex() { return _constraintIndex; }
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+
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+ void setPhysicsConstraintIndex(int inValue) { _constraintIndex = inValue; }
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+
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+ protected:
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+ virtual float setup(PhysicsConstraint *constraint) = 0;
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+ virtual float get(PhysicsConstraint *constraint) = 0;
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+ virtual void set(PhysicsConstraint *constraint, float value) = 0;
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+ virtual bool global(PhysicsConstraintData &constraintData) = 0;
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+
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+ private:
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+ int _constraintIndex;
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+ };
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+
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+ class SP_API PhysicsConstraintInertiaTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintInertiaTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintInertia) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return constraint->_data.getInertia();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return constraint->_inertia;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_inertia = value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isInertiaGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintStrengthTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintStrengthTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintStrength) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return constraint->_data.getStrength();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return constraint->_strength;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_strength = value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isStrengthGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintDampingTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintDampingTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintDamping) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return constraint->_data.getDamping();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return constraint->_damping;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_damping = value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isDampingGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintMassTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintMassTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMass) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return 1 / constraint->_data.getMassInverse();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return 1 / constraint->_massInverse;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_massInverse = 1 / value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isMassGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintWindTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintWindTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintWind) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return constraint->_data.getWind();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return constraint->_wind;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_wind = value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isWindGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintGravityTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintGravityTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintGravity) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return constraint->_data.getGravity();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return constraint->_gravity;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_gravity = value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isGravityGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintMixTimeline : public PhysicsConstraintTimeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintMixTimeline(size_t frameCount, size_t bezierCount, int physicsConstraintIndex): PhysicsConstraintTimeline(frameCount, bezierCount, physicsConstraintIndex, Property_PhysicsConstraintMix) {};
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+
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+ protected:
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+ float setup(PhysicsConstraint *constraint) {
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+ return constraint->_data.getMix();
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+ }
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+
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+ float get(PhysicsConstraint *constraint) {
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+ return constraint->_mix;
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+ }
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+
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+ void set(PhysicsConstraint *constraint, float value) {
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+ constraint->_mix = value;
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+ }
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+
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+ bool global(PhysicsConstraintData &constraintData) {
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+ return constraintData.isMixGlobal();
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+ }
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+ };
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+
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+ class SP_API PhysicsConstraintResetTimeline : public Timeline {
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+ friend class SkeletonBinary;
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+
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+ friend class SkeletonJson;
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+
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+ RTTI_DECL
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+
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+ public:
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+ explicit PhysicsConstraintResetTimeline(size_t frameCount, int physicsConstraintIndex): Timeline(frameCount, 1), _constraintIndex(physicsConstraintIndex) {
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+ PropertyId ids[] = {((PropertyId)Property_PhysicsConstraintReset) << 32};
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+ setPropertyIds(ids, 1);
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+ }
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+
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+ virtual void
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+ apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha, MixBlend blend,
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+ MixDirection direction);
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+
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+ void setFrame(int frame, float time) {
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+ _frames[frame] = time;
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+ }
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+ private:
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+ int _constraintIndex;
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+ };
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+}
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+
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+#endif /* Spine_PhysicsConstraintTimeline_h */
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