/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_IkConstraint_h #define Spine_IkConstraint_h #include #include namespace spine { class IkConstraintData; class Skeleton; class Bone; class SP_API IkConstraint : public Updatable { friend class Skeleton; friend class IkConstraintTimeline; RTTI_DECL public: /// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified /// in the world coordinate system. static void apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha); /// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as /// possible. The target is specified in the world coordinate system. /// @param child A direct descendant of the parent bone. static void apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, float softness, float alpha); IkConstraint(IkConstraintData &data, Skeleton &skeleton); /// Applies the constraint to the constrained bones. void apply(); virtual void update(); virtual int getOrder(); IkConstraintData &getData(); Vector &getBones(); Bone *getTarget(); void setTarget(Bone *inValue); int getBendDirection(); void setBendDirection(int inValue); bool getCompress(); void setCompress(bool inValue); bool getStretch(); void setStretch(bool inValue); float getMix(); void setMix(float inValue); float getSoftness(); void setSoftness(float inValue); bool isActive(); void setActive(bool inValue); private: IkConstraintData &_data; Vector _bones; int _bendDirection; bool _compress; bool _stretch; float _mix; float _softness; Bone *_target; bool _active; }; } #endif /* Spine_IkConstraint_h */