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- /******************************************************************************
- * 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 {
- /// <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 = 1;
- internal bool compress, stretch, uniform;
- internal float mix = 1, 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 constraint and unconstrained rotations.</summary>
- public float Mix {
- get { return mix; }
- set { mix = value; }
- }
- ///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
- public float Softness {
- get { return softness; }
- set { softness = value; }
- }
- /// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
- public int BendDirection {
- get { return bendDirection; }
- set { bendDirection = value; }
- }
- /// <summary>
- /// When true, and only a single bone is being constrained,
- /// if 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, 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.</summary>
- public bool Stretch {
- get { return stretch; }
- set { stretch = value; }
- }
- /// <summary>
- /// 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.</summary>
- public bool Uniform {
- get { return uniform; }
- set { uniform = value; }
- }
- }
- }
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