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

111 lines
3.0 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.
*****************************************************************************/
#ifdef SPINE_UE4
#include "SpinePluginPrivatePCH.h"
#endif
#include <spine/IkConstraintData.h>
#include <spine/BoneData.h>
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<BoneData *> &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;
}