/****************************************************************************** * 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. *****************************************************************************/ #include using namespace spine; PhysicsConstraintPose::PhysicsConstraintPose() : Pose(), _inertia(0), _strength(0), _damping(0), _massInverse(0), _wind(0), _gravity(0), _mix(0) { } PhysicsConstraintPose::~PhysicsConstraintPose() { } void PhysicsConstraintPose::set(PhysicsConstraintPose &pose) { _inertia = pose._inertia; _strength = pose._strength; _damping = pose._damping; _massInverse = pose._massInverse; _wind = pose._wind; _gravity = pose._gravity; _mix = pose._mix; } float PhysicsConstraintPose::getInertia() { return _inertia; } void PhysicsConstraintPose::setInertia(float inertia) { _inertia = inertia; } float PhysicsConstraintPose::getStrength() { return _strength; } void PhysicsConstraintPose::setStrength(float strength) { _strength = strength; } float PhysicsConstraintPose::getDamping() { return _damping; } void PhysicsConstraintPose::setDamping(float damping) { _damping = damping; } float PhysicsConstraintPose::getMassInverse() { return _massInverse; } void PhysicsConstraintPose::setMassInverse(float massInverse) { _massInverse = massInverse; } float PhysicsConstraintPose::getWind() { return _wind; } void PhysicsConstraintPose::setWind(float wind) { _wind = wind; } float PhysicsConstraintPose::getGravity() { return _gravity; } void PhysicsConstraintPose::setGravity(float gravity) { _gravity = gravity; } float PhysicsConstraintPose::getMix() { return _mix; } void PhysicsConstraintPose::setMix(float mix) { _mix = mix; }