2022-06-25 00:23:03 +08:00

90 lines
2.9 KiB
C++

/******************************************************************************
* 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 <spine/Vector.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/ConstraintData.h>
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<BoneData*>& 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<BoneData*> _bones;
BoneData* _target;
int _bendDirection;
bool _compress;
bool _stretch;
bool _uniform;
float _mix;
float _softness;
};
}
#endif /* Spine_IkConstraintData_h */