112 lines
3.9 KiB
C#
112 lines
3.9 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* 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 SpineRuntime37 {
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/// <summary>Stores the setup pose for an IkConstraint.</summary>
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public class IkConstraintData {
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internal string name;
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internal int order;
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internal List<BoneData> bones = new List<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;
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/// <summary>The IK constraint's name, which is unique within the skeleton.</summary>
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public string Name {
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get { return name; }
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}
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public int Order {
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get { return order; }
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set { order = value; }
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}
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/// <summary>The bones that are constrained by this IK Constraint.</summary>
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public List<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>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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public IkConstraintData (string name) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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this.name = name;
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}
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override public string ToString () {
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return name;
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}
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}
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}
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