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初始化
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89
cocos2d-x/cocos/editor-support/spine/IkConstraintData.h
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89
cocos2d-x/cocos/editor-support/spine/IkConstraintData.h
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_IkConstraintData_h
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#define Spine_IkConstraintData_h
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#include <spine/Vector.h>
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#include <spine/SpineObject.h>
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#include <spine/SpineString.h>
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#include <spine/ConstraintData.h>
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namespace spine {
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class BoneData;
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class SP_API IkConstraintData : public ConstraintData {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class IkConstraint;
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friend class Skeleton;
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friend class IkConstraintTimeline;
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public:
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explicit IkConstraintData(const String& name);
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/// The bones that are constrained by this IK Constraint.
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Vector<BoneData*>& getBones();
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/// The bone that is the IK target.
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BoneData* getTarget();
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void setTarget(BoneData* inValue);
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/// Controls the bend direction of the IK bones, either 1 or -1.
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int getBendDirection();
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void setBendDirection(int inValue);
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bool getCompress();
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void setCompress(bool inValue);
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bool getStretch();
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void setStretch(bool inValue);
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bool getUniform();
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void setUniform(bool inValue);
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float getMix();
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void setMix(float inValue);
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float getSoftness();
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void setSoftness(float inValue);
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private:
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Vector<BoneData*> _bones;
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BoneData* _target;
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int _bendDirection;
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bool _compress;
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bool _stretch;
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bool _uniform;
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float _mix;
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float _softness;
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};
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}
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#endif /* Spine_IkConstraintData_h */
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