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// Spine Runtimes License Agreement
// Last updated April 5, 2025. Replaces all prior versions.
//
// Copyright (c) 2013-2025, 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.
//! Animation playback: plays animations on a [`Skeleton`], with tracks,
//! queuing, crossfades and events.
//!
//! Start from [`AnimationState`]. It reads crossfade durations from an
//! [`AnimationStateData`] and poses a skeleton from its tracks. Each frame,
//! call [`AnimationState::update`] with the elapsed time, then
//! [`AnimationState::apply`], then compute world transforms with
//! [`Skeleton::update_world_transform`]. Keyframe [`Event`]s come back
//! through `apply`'s out-parameter; lifecycle and keyframe [`StateEvent`]s
//! come from [`AnimationState::drain_events`].
//!
//! To pose one animation directly without tracks or mixing, use
//! [`Skeleton::apply_animation`]. The [`curve`] functions sample raw curve
//! timeline data.
//!
//! ```no_run
//! use std::sync::Arc;
//!
//! use spine_runtime::animation::{AnimationState, AnimationStateData, EventType};
//! use spine_runtime::data::SkeletonData;
//! use spine_runtime::skeleton::{Physics, Skeleton};
//!
//! fn play(data: Arc<SkeletonData>) -> Result<(), Box<dyn std::error::Error>> {
//! let mut mixes = AnimationStateData::new(Arc::clone(&data));
//! mixes.set_default_mix(0.2);
//! mixes.set_mix_by_name("walk", "run", 0.4)?;
//!
//! let mut skeleton = Skeleton::new(data);
//! let mut state = AnimationState::new(Arc::new(mixes));
//! state.set_animation_by_name(0, "walk", true)?;
//! state.add_animation_by_name(0, "run", true, 2.0)?;
//!
//! let mut events = Vec::new();
//! let dt = 1.0 / 60.0;
//! for _frame in 0..120 {
//! state.update(dt);
//! events.clear();
//! state.apply(&mut skeleton, &mut events);
//! skeleton.update(dt);
//! skeleton.update_world_transform(Physics::Update);
//! for e in state.drain_events() {
//! if e.kind == EventType::Complete {
//! println!("track {} completed a loop", e.track_index);
//! }
//! }
//! }
//! Ok(())
//! }
//! ```
//!
//! The timeline data lives in [`crate::data::animation`].
//!
//! [`Skeleton`]: crate::skeleton::Skeleton
//! [`Skeleton::update_world_transform`]: crate::skeleton::Skeleton::update_world_transform
//! [`Skeleton::apply_animation`]: crate::skeleton::Skeleton::apply_animation
pub use crate;
pub use ;
pub use ;
pub use ;
use crateEventId;
/// A keyframe event that fired between the last and current apply time.
/// Its values are copied from the key's
/// [`AnimationEvent`][crate::data::AnimationEvent].
/// What a timeline mixes from before and between its keys.
/// Floats per bezier segment in
/// [`CurveFrames::curves`][crate::data::CurveFrames::curves]: 9 `(x, y)`
/// samples.
///
/// `curves` holds one curve-type code per frame, then the bezier samples.
/// A frame's code is [`CURVE_LINEAR`], [`CURVE_STEPPED`], or
/// [`CURVE_BEZIER`] plus the index of its first channel's samples in
/// `curves`; later channels follow at `BEZIER_SIZE` strides.
pub const BEZIER_SIZE: usize = 18;
/// Linear interpolation curve-type code.
pub const CURVE_LINEAR: i32 = 0;
/// Stepped (no interpolation) curve-type code.
pub const CURVE_STEPPED: i32 = 1;
/// Bezier curve-type code. The stored value is this plus the sample index
/// in `CurveFrames::curves`.
pub const CURVE_BEZIER: i32 = 2;