IkConstraintData.cs 4.2 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
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  28. *****************************************************************************/
  29. using System;
  30. using System.Collections.Generic;
  31. namespace Spine {
  32. /// <summary>Stores the setup pose for an IkConstraint.</summary>
  33. public class IkConstraintData : ConstraintData {
  34. internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
  35. internal BoneData target;
  36. internal int bendDirection = 1;
  37. internal bool compress, stretch, uniform;
  38. internal float mix = 1, softness;
  39. public IkConstraintData (string name) : base(name) {
  40. }
  41. /// <summary>The bones that are constrained by this IK Constraint.</summary>
  42. public ExposedList<BoneData> Bones {
  43. get { return bones; }
  44. }
  45. /// <summary>The bone that is the IK target.</summary>
  46. public BoneData Target {
  47. get { return target; }
  48. set { target = value; }
  49. }
  50. /// <summary>
  51. /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
  52. /// <para>
  53. /// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
  54. /// </para></summary>
  55. public float Mix {
  56. get { return mix; }
  57. set { mix = value; }
  58. }
  59. /// <summary>For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
  60. /// will not straighten completely until the target is this far out of range.</summary>
  61. public float Softness {
  62. get { return softness; }
  63. set { softness = value; }
  64. }
  65. /// <summary>For two bone IK, controls the bend direction of the IK bones, either 1 or -1.</summary>
  66. public int BendDirection {
  67. get { return bendDirection; }
  68. set { bendDirection = value; }
  69. }
  70. /// <summary>For one bone IK, when true and the target is too close, the bone is scaled to reach it.</summary>
  71. public bool Compress {
  72. get { return compress; }
  73. set { compress = value; }
  74. }
  75. /// <summary>When true and the target is out of range, the parent bone is scaled to reach it.
  76. /// <para>
  77. /// For two bone IK: 1) the child bone's local Y translation is set to 0,
  78. /// 2) stretch is not applied if <see cref="Softness"/> is > 0,
  79. /// and 3) if the parent bone has local nonuniform scale, stretch is not applied.</para></summary>
  80. public bool Stretch {
  81. get { return stretch; }
  82. set { stretch = value; }
  83. }
  84. /// <summary>
  85. /// When true and <see cref="Compress"/> or <see cref="Stretch"/> is used, the bone is scaled on both the X and Y axes.
  86. /// </summary>
  87. public bool Uniform {
  88. get { return uniform; }
  89. set { uniform = value; }
  90. }
  91. }
  92. }