/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
namespace Spine {
///
/// Stores the setup pose for a .
///
/// See Physics constraints in the Spine User Guide.
///
public class PhysicsConstraintData : ConstraintData {
internal BoneData bone;
internal float x, y, rotate, scaleX, shearX, limit;
internal float step, inertia, strength, damping, massInverse, wind, gravity, mix;
internal bool inertiaGlobal, strengthGlobal, dampingGlobal, massGlobal, windGlobal, gravityGlobal, mixGlobal;
public PhysicsConstraintData (string name) : base(name) {
}
/// The bone constrained by this physics constraint.
public BoneData Bone { get { return bone; } }
public float Step { get { return step; } set { step = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotate { get { return rotate; } set { rotate = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ShearX { get { return shearX; } set { shearX = value; } }
public float Limit { get { return limit; } set { limit = value; } }
public float Inertia { get { return inertia; } set { inertia = value; } }
public float Strength { get { return strength; } set { strength = value; } }
public float Damping { get { return damping; } set { damping = value; } }
public float MassInverse { get { return massInverse; } set { massInverse = value; } }
public float Wind { get { return wind; } set { wind = value; } }
public float Gravity { get { return gravity; } set { gravity = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained poses.
public float Mix { get { return mix; } set { mix = value; } }
public bool InertiaGlobal { get { return inertiaGlobal; } set { inertiaGlobal = value; } }
public bool StrengthGlobal { get { return strengthGlobal; } set { strengthGlobal = value; } }
public bool DampingGlobal { get { return dampingGlobal; } set { dampingGlobal = value; } }
public bool MassGlobal { get { return massGlobal; } set { massGlobal = value; } }
public bool WindGlobal { get { return windGlobal; } set { windGlobal = value; } }
public bool GravityGlobal { get { return gravityGlobal; } set { gravityGlobal = value; } }
public bool MixGlobal { get { return mixGlobal; } set { mixGlobal = value; } }
}
}