/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace SpineRuntime37 {
/// Stores the setup pose for an IkConstraint.
public class IkConstraintData {
internal string name;
internal int order;
internal List bones = new List();
internal BoneData target;
internal int bendDirection = 1;
internal bool compress, stretch, uniform;
internal float mix = 1;
/// The IK constraint's name, which is unique within the skeleton.
public string Name {
get { return name; }
}
public int Order {
get { return order; }
set { order = value; }
}
/// The bones that are constrained by this IK Constraint.
public List 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; }
}
/// 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; }
}
public IkConstraintData (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
override public string ToString () {
return name;
}
}
}