/****************************************************************************** * 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. *****************************************************************************/ #ifdef SPINE_UE4 #include "SpinePluginPrivatePCH.h" #endif #include #include using namespace spine; IkConstraintData::IkConstraintData(const String &name) : ConstraintData(name), _target(NULL), _bendDirection(1), _compress(false), _stretch(false), _uniform(false), _mix(1), _softness(0) { } Vector &IkConstraintData::getBones() { return _bones; } BoneData *IkConstraintData::getTarget() { return _target; } void IkConstraintData::setTarget(BoneData *inValue) { _target = inValue; } int IkConstraintData::getBendDirection() { return _bendDirection; } void IkConstraintData::setBendDirection(int inValue) { _bendDirection = inValue; } float IkConstraintData::getMix() { return _mix; } void IkConstraintData::setMix(float inValue) { _mix = inValue; } bool IkConstraintData::getStretch() { return _stretch; } void IkConstraintData::setStretch(bool inValue) { _stretch = inValue; } bool IkConstraintData::getCompress() { return _compress; } void IkConstraintData::setCompress(bool inValue) { _compress = inValue; } bool IkConstraintData::getUniform() { return _uniform; } void IkConstraintData::setUniform(bool inValue) { _uniform = inValue; } float IkConstraintData::getSoftness() { return _softness; } void IkConstraintData::setSoftness(float inValue) { _softness = inValue; }