/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ using System; namespace Spine { /// /// Stores a pose for a physics constraint. /// public class PhysicsConstraintPose : IPose { internal float inertia, strength, damping, massInverse, wind, gravity, mix; public void Set (PhysicsConstraintPose pose) { inertia = pose.inertia; strength = pose.strength; damping = pose.damping; massInverse = pose.massInverse; wind = pose.wind; gravity = pose.gravity; mix = pose.mix; } public float Inertia { get { return inertia; } set { inertia = value; } } public float Strength { get { return strength; } set { strength = value; } } public float Damping { get { return damping; } set { damping = value; } } public float MassInverse { get { return massInverse; } set { massInverse = value; } } public float Wind { get { return wind; } set { wind = value; } } public float Gravity { get { return gravity; } set { gravity = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained poses. public float Mix { get { return mix; } set { mix = value; } } } }