/****************************************************************************** * 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. *****************************************************************************/ #ifndef Spine_IkConstraint_h #define Spine_IkConstraint_h #include #include #include #include #include namespace spine { class Skeleton; class Bone; class BonePose; class SP_API IkConstraint : public ConstraintGeneric { friend class Skeleton; friend class IkConstraintTimeline; RTTI_DECL public: IkConstraint(IkConstraintData &data, Skeleton &skeleton); virtual IkConstraint ©(Skeleton &skeleton); virtual void update(Skeleton &skeleton, Physics physics) override; virtual void sort(Skeleton &skeleton) override; virtual bool isSourceActive() override; IkConstraintData &getData() override; Array &getBones(); Bone &getTarget(); void setTarget(Bone &inValue); /// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified /// in the world coordinate system. static void apply(Skeleton &skeleton, BonePose &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix); /// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as /// possible. The target is specified in the world coordinate system. /// @param child A direct descendant of the parent bone. static void apply(Skeleton &skeleton, BonePose &parent, BonePose &child, float targetX, float targetY, int bendDirection, bool stretch, bool uniform, float softness, float mix); private: Array _bones; Bone *_target; }; } #endif /* Spine_IkConstraint_h */