/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, 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 the current pose for a physics constraint. A physics constraint applies physics to bones. /// /// See Physics constraints in the Spine User Guide. /// public class PhysicsConstraint : IUpdatable { internal readonly PhysicsConstraintData data; internal readonly ExposedList bones; // BOZO! - stiffness -> strength. stiffness, damping, rope, stretch -> move to spring. internal float mix, friction, gravity, wind, stiffness, damping; internal bool rope, stretch; internal bool active; public PhysicsConstraint (PhysicsConstraintData data, Skeleton skeleton) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); this.data = data; mix = data.mix; friction = data.friction; gravity = data.gravity; wind = data.wind; stiffness = data.stiffness; damping = data.damping; rope = data.rope; stretch = data.stretch; bones = new ExposedList(data.Bones.Count); foreach (BoneData boneData in data.bones) bones.Add(skeleton.bones.Items[boneData.index]); } /// Copy constructor. public PhysicsConstraint (PhysicsConstraint constraint, Skeleton skeleton) { if (constraint == null) throw new ArgumentNullException("constraint", "constraint cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); data = constraint.data; bones = new ExposedList(constraint.bones.Count); foreach (Bone bone in constraint.bones) bones.Add(skeleton.bones.Items[bone.data.index]); mix = constraint.mix; friction = constraint.friction; gravity = constraint.gravity; wind = constraint.wind; stiffness = constraint.stiffness; damping = constraint.damping; rope = constraint.rope; stretch = constraint.stretch; } /// Applies the constraint to the constrained bones. public void Update () { } /// The bones that will be modified by this physics constraint. public ExposedList Bones { get { return bones; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained poses. public float Mix { get { return mix; } set { mix = value; } } public float Friction { get { return friction; } set { friction = value; } } public float Gravity { get { return gravity; } set { gravity = value; } } public float Wind { get { return wind; } set { wind = value; } } public float Stiffness { get { return stiffness; } set { stiffness = value; } } public float Damping { get { return damping; } set { damping = value; } } public bool Rope { get { return rope; } set { rope = value; } } public bool Stretch { get { return stretch; } set { stretch = value; } } public bool Active { get { return active; } } /// The physics constraint's setup pose data. public PhysicsConstraintData Data { get { return data; } } override public string ToString () { return data.name; } } }