/****************************************************************************** * 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; IkConstraintPose::IkConstraintPose() : _bendDirection(0), _compress(false), _stretch(false), _mix(0), _softness(0) { } IkConstraintPose::~IkConstraintPose() { } void IkConstraintPose::set(IkConstraintPose &pose) { _mix = pose._mix; _softness = pose._softness; _bendDirection = pose._bendDirection; _compress = pose._compress; _stretch = pose._stretch; } float IkConstraintPose::getMix() { return _mix; } void IkConstraintPose::setMix(float mix) { _mix = mix; } float IkConstraintPose::getSoftness() { return _softness; } void IkConstraintPose::setSoftness(float softness) { _softness = softness; } int IkConstraintPose::getBendDirection() { return _bendDirection; } void IkConstraintPose::setBendDirection(int bendDirection) { _bendDirection = bendDirection; } bool IkConstraintPose::getCompress() { return _compress; } void IkConstraintPose::setCompress(bool compress) { _compress = compress; } bool IkConstraintPose::getStretch() { return _stretch; } void IkConstraintPose::setStretch(bool stretch) { _stretch = stretch; }