增加spine4.1
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SpineRuntimes/SpineRuntime41/IkConstraintData.cs
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103
SpineRuntimes/SpineRuntime41/IkConstraintData.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* 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 SpineRuntime41 {
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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 constrained and unconstrained rotation.
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/// <para>
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/// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
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/// </para></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 target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
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/// will not straighten completely until the target is this far out of range.</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>For two bone IK, 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>For one bone IK, when true and 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>When true and the target is out of range, the parent bone is scaled to reach it.
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/// <para>
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/// For two bone IK: 1) the child bone's local Y translation is set to 0,
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/// 2) stretch is not applied if <see cref="Softness"/> is > 0,
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/// and 3) if the parent bone has local nonuniform scale, stretch is not applied.</para></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 and <see cref="Compress"/> or <see cref="Stretch"/> is used, the bone is scaled on both the X and Y axes.
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/// </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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