TransformConstraintData.cs 4.1 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using System;
  30. namespace Spine {
  31. public class TransformConstraintData : ConstraintData {
  32. internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
  33. internal BoneData target;
  34. internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
  35. internal float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY;
  36. internal bool relative, local;
  37. public ExposedList<BoneData> Bones { get { return bones; } }
  38. public BoneData Target { get { return target; } set { target = value; } }
  39. /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
  40. public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
  41. /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
  42. public float MixX { get { return mixX; } set { mixX = value; } }
  43. /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
  44. public float MixY { get { return mixY; } set { mixY = value; } }
  45. /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
  46. public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
  47. /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
  48. public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
  49. /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
  50. public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
  51. public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } }
  52. public float OffsetX { get { return offsetX; } set { offsetX = value; } }
  53. public float OffsetY { get { return offsetY; } set { offsetY = value; } }
  54. public float OffsetScaleX { get { return offsetScaleX; } set { offsetScaleX = value; } }
  55. public float OffsetScaleY { get { return offsetScaleY; } set { offsetScaleY = value; } }
  56. public float OffsetShearY { get { return offsetShearY; } set { offsetShearY = value; } }
  57. public bool Relative { get { return relative; } set { relative = value; } }
  58. public bool Local { get { return local; } set { local = value; } }
  59. public TransformConstraintData (string name) : base(name) {
  60. }
  61. }
  62. }