/****************************************************************************** * 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 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * 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; } } }