72 lines
4.1 KiB
C#
72 lines
4.1 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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namespace Spine {
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/// <summary>
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/// Stores the setup pose for a <see cref="PhysicsConstraint"/>.
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/// <para>
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/// See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide.</para>
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/// </summary>
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public class PhysicsConstraintData : ConstraintData {
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internal BoneData bone;
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internal float x, y, rotate, scaleX, shearX, limit;
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internal float step, inertia, strength, damping, massInverse, wind, gravity, mix;
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internal bool inertiaGlobal, strengthGlobal, dampingGlobal, massGlobal, windGlobal, gravityGlobal, mixGlobal;
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public PhysicsConstraintData (string name) : base(name) {
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}
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/// <summary>The bone constrained by this physics constraint.</summary>
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public BoneData Bone { get { return bone; } }
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public float Step { get { return step; } set { step = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Rotate { get { return rotate; } set { rotate = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ShearX { get { return shearX; } set { shearX = value; } }
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public float Limit { get { return limit; } set { limit = value; } }
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public float Inertia { get { return inertia; } set { inertia = value; } }
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public float Strength { get { return strength; } set { strength = value; } }
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public float Damping { get { return damping; } set { damping = value; } }
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public float MassInverse { get { return massInverse; } set { massInverse = value; } }
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public float Wind { get { return wind; } set { wind = value; } }
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public float Gravity { get { return gravity; } set { gravity = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained poses.</summary>
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public float Mix { get { return mix; } set { mix = value; } }
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public bool InertiaGlobal { get { return inertiaGlobal; } set { inertiaGlobal = value; } }
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public bool StrengthGlobal { get { return strengthGlobal; } set { strengthGlobal = value; } }
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public bool DampingGlobal { get { return dampingGlobal; } set { dampingGlobal = value; } }
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public bool MassGlobal { get { return massGlobal; } set { massGlobal = value; } }
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public bool WindGlobal { get { return windGlobal; } set { windGlobal = value; } }
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public bool GravityGlobal { get { return gravityGlobal; } set { gravityGlobal = value; } }
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public bool MixGlobal { get { return mixGlobal; } set { mixGlobal = value; } }
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}
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}
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