/******************************************************************************
* 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
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*****************************************************************************/
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;
}
}
}