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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[libgdx] Physics WIP.
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@ -29,6 +29,7 @@
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.esotericsoftware.spine.PhysicsConstraintData.Node;
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@ -47,10 +48,15 @@ public class PhysicsConstraint implements Updatable {
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boolean active;
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private final Skeleton skeleton;
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float remaining, lastTime;
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final Vector2 temp = new Vector2();
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public PhysicsConstraint (PhysicsConstraintData data, Skeleton skeleton) {
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if (data == null) throw new IllegalArgumentException("data cannot be null.");
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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this.data = data;
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this.skeleton = skeleton;
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nodes = new Array(data.nodes.size);
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for (NodeData nodeData : data.nodes)
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@ -69,10 +75,10 @@ public class PhysicsConstraint implements Updatable {
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}
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/** Copy constructor. */
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public PhysicsConstraint (PhysicsConstraint constraint, Skeleton skeleton) {
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public PhysicsConstraint (PhysicsConstraint constraint) {
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if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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data = constraint.data;
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skeleton = constraint.skeleton;
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nodes = new Array(constraint.nodes.size);
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for (Node node : constraint.nodes)
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@ -91,6 +97,9 @@ public class PhysicsConstraint implements Updatable {
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}
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public void setToSetupPose () {
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remaining = 0;
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lastTime = skeleton.time;
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Object[] nodes = this.nodes.items;
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for (int i = 0, n = this.nodes.size; i < n; i++)
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((Node)nodes[i]).setToSetupPose();
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@ -110,7 +119,29 @@ public class PhysicsConstraint implements Updatable {
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/** Applies the constraint to the constrained bones. */
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public void update () {
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// BOZO! - Physics.
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Object[] nodes = this.nodes.items;
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int nodeCount = this.nodes.size;
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Vector2 temp = this.temp;
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for (int i = 0; i < nodeCount; i++) {
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Node node = (Node)nodes[i];
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if (node.parentBone == null) continue;
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node.parentBone.localToWorld(temp.set(node.data.x, node.data.y));
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node.x = temp.x;
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node.y = temp.y;
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}
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Object[] springs = this.springs.items;
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int springCount = this.springs.size;
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remaining += lastTime - skeleton.time;
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lastTime = skeleton.time;
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while (remaining > 0.016f) {
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remaining -= 0.016f;
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for (int i = 0; i < springCount; i++)
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((Spring)springs[i]).update();
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for (int i = 0; i < nodeCount; i++)
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((Node)nodes[i]).update(this);
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}
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}
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public Array<Node> getNodes () {
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@ -31,6 +31,7 @@ package com.esotericsoftware.spine;
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import static com.esotericsoftware.spine.utils.SpineUtils.*;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Null;
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@ -111,9 +112,13 @@ public class PhysicsConstraintData extends ConstraintData {
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static public class Node {
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public final NodeData data;
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public final @Null Bone parentBone;
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public final Bone[] bones;
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public float x, y, px, py, ax, ay;
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public @Null Bone parentBone;
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public Bone[] bones;
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public float x, y, vx, vy, ax, ay;
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Node (NodeData data) { // Editor.
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this.data = data;
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}
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public Node (NodeData data, Skeleton skeleton) {
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this.data = data;
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@ -134,8 +139,8 @@ public class PhysicsConstraintData extends ConstraintData {
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arraycopy(node.bones, 0, bones, 0, bones.length);
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x = node.x;
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y = node.y;
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px = node.px;
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py = node.py;
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vx = node.vx;
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vy = node.vy;
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ax = node.ax;
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ay = node.ay;
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}
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@ -143,11 +148,30 @@ public class PhysicsConstraintData extends ConstraintData {
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public void setToSetupPose () {
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x = data.x;
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y = data.y;
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px = x;
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py = y;
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vx = 0;
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vy = 0;
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ax = 0;
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ay = 0;
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}
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public void update (PhysicsConstraint constraint) {
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if (parentBone != null) {
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vx = 0;
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vy = 0;
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ax = 0;
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ay = 0;
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return;
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}
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float friction = 0.98f;
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vx += ax - constraint.wind / friction;
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vy += ay - constraint.gravity / friction;
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ax = 0;
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ay = 0;
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x += vx;
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y += vy;
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vx *= friction;
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vy *= friction;
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}
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}
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static public class SpringData {
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@ -159,10 +183,14 @@ public class PhysicsConstraintData extends ConstraintData {
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static public class Spring {
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public final SpringData data;
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public final Node node1, node2;
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public final Bone[] bones;
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public Node node1, node2;
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public Bone[] bones;
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public float length, strength, damping;
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Spring (SpringData data) { // Editor.
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this.data = data;
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}
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public Spring (SpringData data, PhysicsConstraint constraint, Skeleton skeleton) {
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this.data = data;
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@ -192,5 +220,34 @@ public class PhysicsConstraintData extends ConstraintData {
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strength = data.strength;
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damping = data.damping;
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}
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public void update () {
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float strength = 1f;
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float x = node2.x - node1.x, y = node2.y - node1.y;
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float d = (float)Math.sqrt(Math.max(x * x + y * y, 0.00001f));
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if (data.rope && d <= length) return;
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Vector2 unit_vector = new Vector2(x / d, y / d);
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float distance_error = unit_vector.dot(x, y) - length;
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float distance_impulse = 0.33f * strength * distance_error;
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float vx = node2.vx - node1.vx, vy = node2.vy - node1.vy;
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float velocity_error = unit_vector.dot(vx, vy);
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float velocity_impulse = 0.2f * velocity_error;
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float impulse = -(distance_impulse + velocity_impulse);
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Vector2 f = unit_vector.scl(impulse);
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node1.ax -= f.x - vx * damping;
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node1.ay -= f.y - vy * damping;
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node2.ax += f.x - vx * damping;
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node2.ay += f.y - vy * damping;
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if (!data.stretch && node2.parentBone == null) {
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node2.x = node1.x + length * x / d;
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node2.y = node1.y + length * y / d;
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}
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}
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}
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}
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@ -60,8 +60,9 @@ public class Skeleton {
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final Array<Updatable> updateCache = new Array();
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@Null Skin skin;
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final Color color;
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float scaleX = 1, scaleY = 1;
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float x, y;
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float scaleX = 1, scaleY = 1;
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float time;
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public Skeleton (SkeletonData data) {
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if (data == null) throw new IllegalArgumentException("data cannot be null.");
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@ -153,12 +154,15 @@ public class Skeleton {
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physicsConstraints = new Array(skeleton.physicsConstraints.size);
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for (PhysicsConstraint physicsConstraint : skeleton.physicsConstraints)
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physicsConstraints.add(new PhysicsConstraint(physicsConstraint, this));
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physicsConstraints.add(new PhysicsConstraint(physicsConstraint));
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skin = skeleton.skin;
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color = new Color(skeleton.color);
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x = skeleton.x;
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y = skeleton.y;
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scaleX = skeleton.scaleX;
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scaleY = skeleton.scaleY;
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time = skeleton.time;
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updateCache();
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}
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@ -791,6 +795,22 @@ public class Skeleton {
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this.y = y;
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}
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/** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}.
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* <p>
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* See {@link #update(float)}. */
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public float getTime () {
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return time;
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}
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public void setTime (float time) {
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this.time = time;
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}
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/** Increments the skeleton's {@link #time}. */
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public void update (float delta) {
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time += delta;
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}
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public String toString () {
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return data.name != null ? data.name : super.toString();
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}
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