// // 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. // // AUTO GENERATED FILE, DO NOT EDIT. import 'package:universal_ffi/ffi.dart'; import 'spine_dart_bindings_generated.dart'; import '../spine_bindings.dart'; /// Stores the current pose for an IK constraint. class IkConstraintPose { final Pointer _ptr; IkConstraintPose.fromPointer(this._ptr); /// Get the native pointer for FFI calls Pointer get nativePtr => _ptr; factory IkConstraintPose() { final ptr = SpineBindings.bindings.spine_ik_constraint_pose_create(); return IkConstraintPose.fromPointer(ptr); } void dispose() { SpineBindings.bindings.spine_ik_constraint_pose_dispose(_ptr); } void set(IkConstraintPose pose) { SpineBindings.bindings.spine_ik_constraint_pose_set(_ptr, pose.nativePtr.cast()); } /// A percentage (0-1) that controls the mix between the constrained and /// unconstrained rotation. /// /// For two bone IK: if the parent bone has local nonuniform scale, the child /// bone's local Y translation is set to 0. double get mix { final result = SpineBindings.bindings.spine_ik_constraint_pose_get_mix(_ptr); return result; } set mix(double value) { SpineBindings.bindings.spine_ik_constraint_pose_set_mix(_ptr, value); } /// For two bone IK, the target bone's distance from the maximum reach of the /// bones where rotation begins to slow. The bones will not straighten /// completely until the target is this far out of range. double get softness { final result = SpineBindings.bindings.spine_ik_constraint_pose_get_softness(_ptr); return result; } set softness(double value) { SpineBindings.bindings.spine_ik_constraint_pose_set_softness(_ptr, value); } /// For two bone IK, controls the bend direction of the IK bones, either 1 or /// -1. int get bendDirection { final result = SpineBindings.bindings.spine_ik_constraint_pose_get_bend_direction(_ptr); return result; } set bendDirection(int value) { SpineBindings.bindings.spine_ik_constraint_pose_set_bend_direction(_ptr, value); } /// For one bone IK, when true and the target is too close, the bone is scaled /// to reach it. bool get compress { final result = SpineBindings.bindings.spine_ik_constraint_pose_get_compress(_ptr); return result; } set compress(bool value) { SpineBindings.bindings.spine_ik_constraint_pose_set_compress(_ptr, value); } /// When true and the target is out of range, the parent bone is scaled to /// reach it. /// /// For two bone IK: 1) the child bone's local Y translation is set to 0, 2) /// stretch is not applied if getSoftness() is > 0, and 3) if the parent bone /// has local nonuniform scale, stretch is not applied. bool get stretch { final result = SpineBindings.bindings.spine_ik_constraint_pose_get_stretch(_ptr); return result; } set stretch(bool value) { SpineBindings.bindings.spine_ik_constraint_pose_set_stretch(_ptr, value); } }