2025-06-24 13:51:16 +02:00

70 lines
2.9 KiB
C#

/******************************************************************************
* 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.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>
/// The current pose for a bone, before constraints are applied.
/// <para>
/// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
/// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
/// constraint or application code modifies the world transform after it was computed from the local transform.
/// </para>
/// </summary>
public class Bone : PosedActive<BoneData, BoneLocal, BonePose> {
static public bool yDown;
internal Bone parent;
internal ExposedList<Bone> children = new ExposedList<Bone>(4);
internal bool sorted;
public Bone (BoneData data, Bone parent)
: base(data, new BonePose(), new BonePose()) {
this.parent = parent;
applied.bone = this;
constrained.bone = this;
}
/// <summary>
/// Copy constructor. Does not copy the <see cref="Children"/> bones.
/// </summary>
public Bone (Bone bone, Bone parent)
: this(bone.data, parent) {
pose.Set(bone.pose);
}
public Bone Parent { get { return parent; } }
public ExposedList<Bone> Children { get { return children; } }
}
}