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