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@@ -39,7 +39,7 @@ using namespace spine;
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template<typename T, typename... Args>
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template<typename T, typename... Args>
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unique_ptr<T> make_unique_test(Args &&...args) {
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unique_ptr<T> make_unique_test(Args &&...args) {
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- return unique_ptr<T>(new T(forward<Args>(args)...));
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+ return unique_ptr<T>(new T(std::forward<Args>(args)...));
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}
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}
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void callback(AnimationState *state, EventType type, TrackEntry *entry, Event *event) {
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void callback(AnimationState *state, EventType type, TrackEntry *entry, Event *event) {
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@@ -124,7 +124,7 @@ void spineboy(SkeletonData *skeletonData, Atlas *atlas) {
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skeleton->setToSetupPose();
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skeleton->setToSetupPose();
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skeleton->setPosition(320, 590);
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skeleton->setPosition(320, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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Slot *headSlot = skeleton->findSlot("head");
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Slot *headSlot = skeleton->findSlot("head");
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@@ -227,7 +227,7 @@ void ikDemo(SkeletonData *skeletonData, Atlas *atlas) {
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// Calculate final world transform with the
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// Calculate final world transform with the
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// crosshair bone set to the mouse cursor
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// crosshair bone set to the mouse cursor
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// position.
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// position.
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- drawable.skeleton->updateWorldTransform();
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+ drawable.skeleton->updateWorldTransform(Physics::update);
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window.clear();
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window.clear();
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window.draw(drawable);
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window.draw(drawable);
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@@ -246,7 +246,7 @@ void goblins(SkeletonData *skeletonData, Atlas *atlas) {
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skeleton->setSkin("goblingirl");
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skeleton->setSkin("goblingirl");
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skeleton->setSlotsToSetupPose();
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skeleton->setSlotsToSetupPose();
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skeleton->setPosition(320, 590);
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skeleton->setPosition(320, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "walk", true);
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drawable.state->setAnimation(0, "walk", true);
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@@ -281,7 +281,7 @@ void raptor(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(320, 590);
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skeleton->setPosition(320, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "walk", true);
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drawable.state->setAnimation(0, "walk", true);
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drawable.state->addAnimation(1, "gun-grab", false, 2);
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drawable.state->addAnimation(1, "gun-grab", false, 2);
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@@ -314,7 +314,7 @@ void tank(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(500, 590);
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skeleton->setPosition(500, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "drive", true);
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drawable.state->setAnimation(0, "drive", true);
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@@ -345,7 +345,7 @@ void vine(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(320, 590);
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skeleton->setPosition(320, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "grow", true);
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drawable.state->setAnimation(0, "grow", true);
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@@ -378,7 +378,7 @@ void stretchyman(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(100, 590);
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skeleton->setPosition(100, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "sneak", true);
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drawable.state->setAnimation(0, "sneak", true);
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@@ -411,7 +411,7 @@ void stretchymanStrechyIk(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable->skeleton;
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Skeleton *skeleton = drawable->skeleton;
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skeleton->setPosition(100, 590);
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skeleton->setPosition(100, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable->state->setAnimation(0, "sneak", true);
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drawable->state->setAnimation(0, "sneak", true);
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@@ -445,7 +445,7 @@ void coin(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(320, 320);
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skeleton->setPosition(320, 320);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "animation", true);
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drawable.state->setAnimation(0, "animation", true);
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@@ -479,7 +479,7 @@ void dragon(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(320, 320);
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skeleton->setPosition(320, 320);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "flying", true);
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drawable.state->setAnimation(0, "flying", true);
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@@ -513,7 +513,7 @@ void owl(SkeletonData *skeletonData, Atlas *atlas) {
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Skeleton *skeleton = drawable.skeleton;
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Skeleton *skeleton = drawable.skeleton;
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skeleton->setPosition(320, 400);
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skeleton->setPosition(320, 400);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "idle", true);
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drawable.state->setAnimation(0, "idle", true);
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drawable.state->setAnimation(1, "blink", true);
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drawable.state->setAnimation(1, "blink", true);
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@@ -588,7 +588,7 @@ void mixAndMatch(SkeletonData *skeletonData, Atlas *atlas) {
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skeleton->setSlotsToSetupPose();
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skeleton->setSlotsToSetupPose();
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skeleton->setPosition(320, 590);
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skeleton->setPosition(320, 590);
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- skeleton->updateWorldTransform();
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+ skeleton->updateWorldTransform(Physics::update);
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drawable.state->setAnimation(0, "dance", true);
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drawable.state->setAnimation(0, "dance", true);
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@@ -626,7 +626,7 @@ void test(SkeletonData *skeletonData, Atlas *atlas) {
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for (int i = 0; i < 1; i++) {
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for (int i = 0; i < 1; i++) {
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animationState.update(d);
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animationState.update(d);
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animationState.apply(skeleton);
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animationState.apply(skeleton);
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- skeleton.updateWorldTransform();
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+ skeleton.updateWorldTransform(Physics::update);
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d += 0.1f;
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d += 0.1f;
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}
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}
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}
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}
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