_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/IkConstraintData.cs
2024-11-12 14:06:34 +08:00

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
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*****************************************************************************/
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; }
}
}
}