/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 { /// Stores the setup pose for an IkConstraint. public class IkConstraintData : ConstraintData { internal ExposedList bones = new ExposedList(); internal BoneData target; internal int bendDirection = 1; internal bool compress, stretch, uniform; internal float mix = 1, softness; public IkConstraintData (string name) : base(name) { } /// The bones that are constrained by this IK Constraint. public ExposedList Bones { get { return bones; } } /// The bone that is the IK target. public BoneData Target { get { return target; } set { target = value; } } /// /// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations. public float Mix { get { return mix; } set { mix = value; } } ///For two bone IK, the distance from the maximum reach of the bones that rotation will slow. public float Softness { get { return softness; } set { softness = value; } } /// Controls the bend direction of the IK bones, either 1 or -1. public int BendDirection { get { return bendDirection; } set { bendDirection = value; } } /// /// When true, and only a single bone is being constrained, /// if the target is too close, the bone is scaled to reach it. public bool Compress { get { return compress; } set { compress = value; } } /// /// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. /// If the bone has local nonuniform scale, stretching is not applied. public bool Stretch { get { return stretch; } set { stretch = value; } } /// /// When true, only a single bone is being constrained and Compress or Stretch is used, /// the bone is scaled both on the X and Y axes. public bool Uniform { get { return uniform; } set { uniform = value; } } } }