mirror of
https://github.com/smallmain/cocos-enhance-kit.git
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111 lines
3.0 KiB
C++
111 lines
3.0 KiB
C++
/******************************************************************************
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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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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/IkConstraintData.h>
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#include <spine/BoneData.h>
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using namespace spine;
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IkConstraintData::IkConstraintData(const String &name) :
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ConstraintData(name),
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_target(NULL),
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_bendDirection(1),
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_compress(false),
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_stretch(false),
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_uniform(false),
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_mix(1),
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_softness(0) {
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}
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Vector<BoneData *> &IkConstraintData::getBones() {
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return _bones;
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}
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BoneData *IkConstraintData::getTarget() {
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return _target;
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}
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void IkConstraintData::setTarget(BoneData *inValue) {
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_target = inValue;
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}
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int IkConstraintData::getBendDirection() {
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return _bendDirection;
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}
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void IkConstraintData::setBendDirection(int inValue) {
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_bendDirection = inValue;
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}
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float IkConstraintData::getMix() {
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return _mix;
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}
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void IkConstraintData::setMix(float inValue) {
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_mix = inValue;
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}
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bool IkConstraintData::getStretch() {
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return _stretch;
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}
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void IkConstraintData::setStretch(bool inValue) {
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_stretch = inValue;
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}
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bool IkConstraintData::getCompress() {
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return _compress;
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}
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void IkConstraintData::setCompress(bool inValue) {
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_compress = inValue;
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}
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bool IkConstraintData::getUniform() {
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return _uniform;
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}
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void IkConstraintData::setUniform(bool inValue) {
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_uniform = inValue;
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}
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float IkConstraintData::getSoftness() {
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return _softness;
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}
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void IkConstraintData::setSoftness(float inValue) {
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_softness = inValue;
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}
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