[cpp] Fix unitialized variable

This commit is contained in:
Mario Zechner 2024-04-09 11:21:21 +02:00
parent ff9a6cde8b
commit f1d6515e26
2 changed files with 64 additions and 63 deletions

View File

@ -1164,6 +1164,7 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
timelines.add(readTimeline(timelineMap->_child, timeline, 0, 1));
} else if (strcmp(timelineMap->_name, "inherit") == 0) {
InheritTimeline *timeline = new (__FILE__, __LINE__) InheritTimeline(frames, boneIndex);
Json *keyMap = timelineMap->_child;
for (frame = 0;; frame++) {
float time = Json::getFloat(keyMap, "time", 0);
const char *value = Json::getString(keyMap, "value", "normal");

View File

@ -1422,7 +1422,7 @@ void spine_skeleton_update_cache(spine_skeleton skeleton) {
void spine_skeleton_update_world_transform(spine_skeleton skeleton, spine_physics physics) {
if (skeleton == nullptr) return;
Skeleton *_skeleton = (Skeleton *) skeleton;
_skeleton->updateWorldTransform((spine::Physics)physics);
_skeleton->updateWorldTransform((spine::Physics) physics);
}
void spine_skeleton_update_world_transform_bone(spine_skeleton skeleton, spine_physics physics, spine_bone parent) {
@ -1430,7 +1430,7 @@ void spine_skeleton_update_world_transform_bone(spine_skeleton skeleton, spine_p
if (parent == nullptr) return;
Skeleton *_skeleton = (Skeleton *) skeleton;
Bone *_bone = (Bone *) parent;
_skeleton->updateWorldTransform((spine::Physics)physics, _bone);
_skeleton->updateWorldTransform((spine::Physics) physics, _bone);
}
void spine_skeleton_set_to_setup_pose(spine_skeleton skeleton) {
@ -2605,13 +2605,13 @@ void spine_bone_set_is_active(spine_bone bone, int32_t isActive) {
spine_inherit spine_bone_get_inherit(spine_bone bone) {
if (bone == nullptr) return SPINE_INHERIT_NORMAL;
Bone *_bone = (Bone *) bone;
return (spine_inherit)_bone->getInherit();
return (spine_inherit) _bone->getInherit();
}
void spine_bone_set_inherit(spine_bone bone, spine_inherit inherit) {
if (bone == nullptr) return;
Bone *_bone = (Bone *) bone;
_bone->setInherit((spine::Inherit)inherit);
_bone->setInherit((spine::Inherit) inherit);
}
// Attachment
@ -4349,337 +4349,337 @@ int32_t spine_physics_constraint_data_is_mix_global(spine_physics_constraint_dat
// PhysicsConstraint
void spine_physics_constraint_set_bone(spine_physics_constraint constraint, spine_bone bone) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
_constraint->setBone((Bone*)bone);
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setBone((Bone *) bone);
}
spine_bone spine_physics_constraint_get_bone(spine_physics_constraint constraint) {
if (constraint == nullptr) return nullptr;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
return (spine_bone)_constraint->getBone();
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return (spine_bone) _constraint->getBone();
}
void spine_physics_constraint_set_inertia(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setInertia(value);
}
float spine_physics_constraint_get_inertia(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getInertia();
}
void spine_physics_constraint_set_strength(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setStrength(value);
}
float spine_physics_constraint_get_strength(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getStrength();
}
void spine_physics_constraint_set_damping(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setDamping(value);
}
float spine_physics_constraint_get_damping(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getDamping();
}
void spine_physics_constraint_set_mass_inverse(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setMassInverse(value);
}
float spine_physics_constraint_get_mass_inverse(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getMassInverse();
}
void spine_physics_constraint_set_wind(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setWind(value);
}
float spine_physics_constraint_get_wind(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getWind();
}
void spine_physics_constraint_set_gravity(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setGravity(value);
}
float spine_physics_constraint_get_gravity(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getGravity();
}
void spine_physics_constraint_set_mix(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setMix(value);
}
float spine_physics_constraint_get_mix(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getMix();
}
void spine_physics_constraint_set_reset(spine_physics_constraint constraint, int32_t value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setReset(value);
}
int32_t spine_physics_constraint_get_reset(spine_physics_constraint constraint) {
if (constraint == nullptr) return false;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getReset();
}
void spine_physics_constraint_set_ux(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setUx(value);
}
float spine_physics_constraint_get_ux(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getUx();
}
void spine_physics_constraint_set_uy(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setUy(value);
}
float spine_physics_constraint_get_uy(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getUy();
}
void spine_physics_constraint_set_cx(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setCx(value);
}
float spine_physics_constraint_get_cx(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getCx();
}
void spine_physics_constraint_set_cy(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setCy(value);
}
float spine_physics_constraint_get_cy(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getCy();
}
void spine_physics_constraint_set_tx(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setTx(value);
}
float spine_physics_constraint_get_tx(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getTx();
}
void spine_physics_constraint_set_ty(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setTy(value);
}
float spine_physics_constraint_get_ty(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getTy();
}
void spine_physics_constraint_set_x_offset(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setXOffset(value);
}
float spine_physics_constraint_get_x_offset(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getXOffset();
}
void spine_physics_constraint_set_x_velocity(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setXVelocity(value);
}
float spine_physics_constraint_get_x_velocity(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getXVelocity();
}
void spine_physics_constraint_set_y_offset(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setYOffset(value);
}
float spine_physics_constraint_get_y_offset(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getYOffset();
}
void spine_physics_constraint_set_y_velocity(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setYVelocity(value);
}
float spine_physics_constraint_get_y_velocity(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getYVelocity();
}
void spine_physics_constraint_set_rotate_offset(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setRotateOffset(value);
}
float spine_physics_constraint_get_rotate_offset(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getRotateOffset();
}
void spine_physics_constraint_set_rotate_velocity(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setRotateVelocity(value);
}
float spine_physics_constraint_get_rotate_velocity(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getRotateVelocity();
}
void spine_physics_constraint_set_scale_offset(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setScaleOffset(value);
}
float spine_physics_constraint_get_scale_offset(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getScaleOffset();
}
void spine_physics_constraint_set_scale_velocity(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setScaleVelocity(value);
}
float spine_physics_constraint_get_scale_velocity(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getScaleVelocity();
}
void spine_physics_constraint_set_active(spine_physics_constraint constraint, int32_t value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setActive(value);
}
int32_t spine_physics_constraint_is_active(spine_physics_constraint constraint) {
if (constraint == nullptr) return false;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->isActive();
}
void spine_physics_constraint_set_remaining(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setRemaining(value);
}
float spine_physics_constraint_get_remaining(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getRemaining();
}
void spine_physics_constraint_set_last_time(spine_physics_constraint constraint, float value) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->setLastTime(value);
}
float spine_physics_constraint_get_last_time(spine_physics_constraint constraint) {
if (constraint == nullptr) return 0.0f;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
return _constraint->getLastTime();
}
void spine_physics_constraint_reset(spine_physics_constraint constraint) {
if (constraint == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)constraint;
PhysicsConstraint *_constraint = (PhysicsConstraint *) constraint;
_constraint->reset();
}
void spine_physics_constraint_update(spine_physics_constraint data, spine_physics physics) {
if (data == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)data;
_constraint->update((spine::Physics)physics);
PhysicsConstraint *_constraint = (PhysicsConstraint *) data;
_constraint->update((spine::Physics) physics);
}
void spine_physics_constraint_translate(spine_physics_constraint data, float x, float y) {
if (data == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)data;
PhysicsConstraint *_constraint = (PhysicsConstraint *) data;
_constraint->translate(x, y);
}
void spine_physics_constraint_rotate(spine_physics_constraint data, float x, float y, float degrees) {
if (data == nullptr) return;
PhysicsConstraint *_constraint = (PhysicsConstraint *)data;
PhysicsConstraint *_constraint = (PhysicsConstraint *) data;
_constraint->rotate(x, y, degrees);
}