69 lines
4.1 KiB
C#
69 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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using System;
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namespace Spine {
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public class TransformConstraintData : ConstraintData {
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
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internal BoneData target;
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internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
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internal float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY;
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internal bool relative, local;
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public ExposedList<BoneData> Bones { get { return bones; } }
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public BoneData Target { get { return target; } set { target = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
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public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
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public float MixX { get { return mixX; } set { mixX = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
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public float MixY { get { return mixY; } set { mixY = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
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public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
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public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
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public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
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public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
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public float OffsetX { get { return offsetX; } set { offsetX = value; } }
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public float OffsetY { get { return offsetY; } set { offsetY = value; } }
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public float OffsetScaleX { get { return offsetScaleX; } set { offsetScaleX = value; } }
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public float OffsetScaleY { get { return offsetScaleY; } set { offsetScaleY = value; } }
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public float OffsetShearY { get { return offsetShearY; } set { offsetShearY = value; } }
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public bool Relative { get { return relative; } set { relative = value; } }
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public bool Local { get { return local; } set { local = value; } }
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public TransformConstraintData (string name) : base(name) {
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}
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}
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}
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