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https://github.com/EsotericSoftware/spine-runtimes.git
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84 lines
3.4 KiB
C++
84 lines
3.4 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_IkConstraintPose_h
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#define Spine_IkConstraintPose_h
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#include <spine/Pose.h>
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#include <spine/RTTI.h>
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namespace spine {
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/// Stores the current pose for an IK constraint.
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class SP_API IkConstraintPose : public Pose<IkConstraintPose> {
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friend class IkConstraint;
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friend class IkConstraintTimeline;
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friend class SkeletonJson;
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friend class SkeletonBinary;
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public:
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IkConstraintPose();
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virtual ~IkConstraintPose();
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virtual void set(IkConstraintPose &pose) override;
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/// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
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///
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/// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
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float getMix();
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void setMix(float mix);
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/// For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
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/// will not straighten completely until the target is this far out of range.
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float getSoftness();
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void setSoftness(float softness);
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/// For two bone IK, controls the bend direction of the IK bones, either 1 or -1.
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int getBendDirection();
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void setBendDirection(int bendDirection);
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/// For one bone IK, when true and the target is too close, the bone is scaled to reach it.
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bool getCompress();
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void setCompress(bool compress);
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/// When true and the target is out of range, the parent bone is scaled to reach it.
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///
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/// For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if getSoftness() is
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/// > 0, and 3) if the parent bone has local nonuniform scale, stretch is not applied.
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bool getStretch();
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void setStretch(bool stretch);
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private:
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int _bendDirection;
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bool _compress, _stretch;
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float _mix, _softness;
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};
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}
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#endif /* Spine_IkConstraintPose_h */ |