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99 lines
3.7 KiB
99 lines
3.7 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System; |
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using System.Collections.Generic; |
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namespace Spine { |
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/// <summary>Stores the setup pose for an IkConstraint.</summary> |
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public class IkConstraintData : ConstraintData { |
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); |
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internal BoneData target; |
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internal int bendDirection = 1; |
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internal bool compress, stretch, uniform; |
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internal float mix = 1, softness; |
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public IkConstraintData (string name) : base(name) { |
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} |
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/// <summary>The bones that are constrained by this IK Constraint.</summary> |
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public ExposedList<BoneData> Bones { |
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get { return bones; } |
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} |
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/// <summary>The bone that is the IK target.</summary> |
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public BoneData Target { |
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get { return target; } |
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set { target = value; } |
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} |
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/// <summary> |
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/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary> |
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public float Mix { |
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get { return mix; } |
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set { mix = value; } |
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} |
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///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary> |
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public float Softness { |
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get { return softness; } |
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set { softness = value; } |
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} |
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/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary> |
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public int BendDirection { |
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get { return bendDirection; } |
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set { bendDirection = value; } |
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} |
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/// <summary> |
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/// When true, and only a single bone is being constrained, |
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/// if the target is too close, the bone is scaled to reach it. </summary> |
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public bool Compress { |
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get { return compress; } |
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set { compress = value; } |
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} |
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/// <summary> |
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/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. |
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/// If the bone has local nonuniform scale, stretching is not applied.</summary> |
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public bool Stretch { |
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get { return stretch; } |
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set { stretch = value; } |
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} |
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/// <summary> |
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/// When true, only a single bone is being constrained and Compress or Stretch is used, |
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/// the bone is scaled both on the X and Y axes.</summary> |
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public bool Uniform { |
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get { return uniform; } |
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set { uniform = value; } |
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} |
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} |
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}
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