spine-runtimes/spine-haxe/spine-haxe/spine/TransformConstraintData.hx
2025-05-26 13:24:06 +02:00

83 lines
3.7 KiB
Haxe

/******************************************************************************
* 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
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*****************************************************************************/
package spine;
/**
* Stores the setup pose for a spine.TransformConstraint.
*
*
* @see https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide
*/
class TransformConstraintData extends ConstraintData {
private var _bones:Array<BoneData> = new Array<BoneData>();
/** The target bone whose world transform will be copied to the constrained bones. */
public var target:BoneData;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. */
public var mixRotate:Float = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. */
public var mixX:Float = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. */
public var mixY:Float = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained scale X. */
public var mixScaleX:Float = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y. */
public var mixScaleY:Float = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y. */
public var mixShearY:Float = 0;
/** An offset added to the constrained bone rotation. */
public var offsetRotation:Float = 0;
/** An offset added to the constrained bone X translation. */
public var offsetX:Float = 0;
/** An offset added to the constrained bone Y translation. */
public var offsetY:Float = 0;
/** An offset added to the constrained bone scaleX. */
public var offsetScaleX:Float = 0;
/** An offset added to the constrained bone scaleY. */
public var offsetScaleY:Float = 0;
/** An offset added to the constrained bone shearY. */
public var offsetShearY:Float = 0;
public var relative:Bool = false;
public var local:Bool = false;
public function new(name:String) {
super(name, 0, false);
}
/**
* The bones that will be modified by this transform constraint.
*/
public var bones(get, never):Array<BoneData>;
private function get_bones():Array<BoneData> {
return _bones;
}
}