100 lines
3.7 KiB
C#
100 lines
3.7 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>Stores the setup pose for an IkConstraint.</summary>
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public class IkConstraintData : ConstraintData {
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
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internal BoneData target;
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internal int bendDirection = 1;
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internal bool compress, stretch, uniform;
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internal float mix = 1, softness;
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public IkConstraintData (string name) : base(name) {
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}
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/// <summary>The bones that are constrained by this IK Constraint.</summary>
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public ExposedList<BoneData> Bones {
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get { return bones; }
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}
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/// <summary>The bone that is the IK target.</summary>
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public BoneData Target {
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get { return target; }
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set { target = value; }
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}
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/// <summary>
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/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
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public float Mix {
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get { return mix; }
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set { mix = value; }
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}
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///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
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public float Softness {
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get { return softness; }
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set { softness = value; }
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}
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/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
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public int BendDirection {
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get { return bendDirection; }
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set { bendDirection = value; }
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}
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/// <summary>
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/// When true, and only a single bone is being constrained,
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/// if the target is too close, the bone is scaled to reach it. </summary>
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public bool Compress {
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get { return compress; }
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set { compress = value; }
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}
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/// <summary>
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/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
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/// If the bone has local nonuniform scale, stretching is not applied.</summary>
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public bool Stretch {
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get { return stretch; }
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set { stretch = value; }
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}
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/// <summary>
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/// When true, only a single bone is being constrained and Compress or Stretch is used,
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/// the bone is scaled both on the X and Y axes.</summary>
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public bool Uniform {
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get { return uniform; }
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set { uniform = value; }
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}
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}
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}
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