104 lines
4.1 KiB
C#
104 lines
4.1 KiB
C#
/******************************************************************************
|
|
* 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.
|
|
*****************************************************************************/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Spine {
|
|
/// <summary>Stores the setup pose for an IkConstraint.</summary>
|
|
public class IkConstraintData : ConstraintData {
|
|
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
|
|
internal BoneData target;
|
|
internal int bendDirection;
|
|
internal bool compress, stretch, uniform;
|
|
internal float mix, softness;
|
|
|
|
public IkConstraintData (string name) : base(name) {
|
|
}
|
|
|
|
/// <summary>The bones that are constrained by this IK Constraint.</summary>
|
|
public ExposedList<BoneData> Bones {
|
|
get { return bones; }
|
|
}
|
|
|
|
/// <summary>The bone that is the IK target.</summary>
|
|
public BoneData Target {
|
|
get { return target; }
|
|
set { target = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
|
|
/// <para>
|
|
/// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
|
|
/// </para></summary>
|
|
public float Mix {
|
|
get { return mix; }
|
|
set { mix = value; }
|
|
}
|
|
|
|
/// <summary>For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
|
|
/// will not straighten completely until the target is this far out of range.</summary>
|
|
public float Softness {
|
|
get { return softness; }
|
|
set { softness = value; }
|
|
}
|
|
|
|
/// <summary>For two bone IK, controls the bend direction of the IK bones, either 1 or -1.</summary>
|
|
public int BendDirection {
|
|
get { return bendDirection; }
|
|
set { bendDirection = value; }
|
|
}
|
|
|
|
/// <summary>For one bone IK, when true and the target is too close, the bone is scaled to reach it.</summary>
|
|
public bool Compress {
|
|
get { return compress; }
|
|
set { compress = value; }
|
|
}
|
|
|
|
/// <summary>When true and the target is out of range, the parent bone is scaled to reach it.
|
|
/// <para>
|
|
/// For two bone IK: 1) the child bone's local Y translation is set to 0,
|
|
/// 2) stretch is not applied if <see cref="Softness"/> is > 0,
|
|
/// and 3) if the parent bone has local nonuniform scale, stretch is not applied.</para></summary>
|
|
public bool Stretch {
|
|
get { return stretch; }
|
|
set { stretch = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// When true and <see cref="Compress"/> or <see cref="Stretch"/> is used, the bone is scaled on both the X and Y axes.
|
|
/// </summary>
|
|
public bool Uniform {
|
|
get { return uniform; }
|
|
set { uniform = value; }
|
|
}
|
|
}
|
|
}
|