/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #ifndef Spine_IkConstraintData_h #define Spine_IkConstraintData_h #include #include #include namespace spine { class BoneData; class SP_API IkConstraintData : public SpineObject { friend class SkeletonBinary; friend class SkeletonJson; friend class IkConstraint; friend class Skeleton; friend class IkConstraintTimeline; public: explicit IkConstraintData(const String& name); /// The IK constraint's name, which is unique within the skeleton. const String& getName(); size_t getOrder(); void setOrder(size_t inValue); /// The bones that are constrained by this IK Constraint. Vector& 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); private: const String _name; size_t _order; Vector _bones; BoneData* _target; int _bendDirection; bool _compress; bool _stretch; bool _uniform; float _mix; }; } #endif /* Spine_IkConstraintData_h */