/****************************************************************************** * 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_PhysicsConstraintPose_h #define Spine_PhysicsConstraintPose_h #include #include namespace spine { /// Stores a pose for a physics constraint. class SP_API PhysicsConstraintPose : public Pose { friend class PhysicsConstraint; friend class PhysicsConstraintTimeline; friend class SkeletonJson; friend class SkeletonBinary; private: float _inertia; float _strength; float _damping; float _massInverse; float _wind; float _gravity; float _mix; public: PhysicsConstraintPose(); virtual ~PhysicsConstraintPose(); virtual void set(PhysicsConstraintPose &pose) override; float getInertia(); void setInertia(float inertia); float getStrength(); void setStrength(float strength); float getDamping(); void setDamping(float damping); float getMassInverse(); void setMassInverse(float massInverse); float getWind(); void setWind(float wind); float getGravity(); void setGravity(float gravity); /// A percentage (0-1) that controls the mix between the constrained and unconstrained poses. float getMix(); void setMix(float mix); }; } #endif