/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { internal interface IPosedInternal { // replaces "object.pose == object.appliedPose" of reference implementation. bool PoseEqualsApplied { get; } // replaces "object.appliedPose = object.pose" of reference implementation. void Unconstrained (); // replaces "object.appliedPose = object.constrainedPose" of reference implementation. void Constrained (); // replaces "object.appliedPose.Set(object.pose)" of reference implementation. void ResetConstrained (); } public interface IPosed { void SetupPose (); } /// The base class for an object with a number of poses: /// /// : The setup pose. /// : The unconstrained pose. Set by animations and application code. /// : The pose to use for rendering. Possibly modified by constraints. /// /// public class Posed : IPosed, IPosedInternal where D : PosedData

where P : IPose

{ internal readonly D data; internal readonly P pose, constrainedPose; internal P appliedPose; protected Posed (D data, P pose, P constrainedPose) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); this.data = data; this.pose = pose; this.constrainedPose = constrainedPose; appliedPose = pose; } ///

Sets the unconstrained pose to the setup pose. public virtual void SetupPose () { pose.Set(data.setupPose); } bool IPosedInternal.PoseEqualsApplied { get { return (object)pose == (object)appliedPose; } } void IPosedInternal.Unconstrained () { appliedPose = pose; } void IPosedInternal.Constrained () { appliedPose = constrainedPose; } void IPosedInternal.ResetConstrained () { appliedPose.Set(pose); } /// The setup pose data. May be shared with multiple instances. public D Data { get { return data; } } /// The unconstrained pose for this object, set by animations and application code. public P Pose { get { return pose; } } /// The pose to use for rendering. If no constraints modify this pose, this is the same as . Otherwise it is a /// copy of modified by constraints. public P AppliedPose { get { return appliedPose; } } override public string ToString () { return data.name; } } }