/****************************************************************************** * 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_IkConstraintData_h #define Spine_IkConstraintData_h #include #include #include #include namespace spine { class BoneData; class SP_API IkConstraintData : public ConstraintData { friend class SkeletonBinary; friend class SkeletonJson; friend class IkConstraint; friend class Skeleton; friend class IkConstraintTimeline; public: explicit IkConstraintData(const String& name); /// The bones that are constrained by this IK Constraint. Vector& getBones(); /// The bone that is the IK target. BoneData* getTarget(); void setTarget(BoneData* inValue); /// Controls the bend direction of the IK bones, either 1 or -1. int getBendDirection(); void setBendDirection(int inValue); bool getCompress(); void setCompress(bool inValue); bool getStretch(); void setStretch(bool inValue); bool getUniform(); void setUniform(bool inValue); float getMix(); void setMix(float inValue); float getSoftness(); void setSoftness(float inValue); private: Vector _bones; BoneData* _target; int _bendDirection; bool _compress; bool _stretch; bool _uniform; float _mix; float _softness; }; } #endif /* Spine_IkConstraintData_h */