2025-07-16 01:35:13 +02:00

65 lines
3.0 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
* 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
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine;
/** Stores the current pose for an IK constraint. */
class IkConstraintPose implements Pose<IkConstraintPose> {
/** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */
public var bendDirection = 0;
/** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */
public var compress:Bool = false;
/** 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 softness is
* > 0, and 3) if the parent bone has local nonuniform scale, stretch is not applied. */
public var stretch:Bool = false;
/** 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. */
public var mix = 0.;
/** 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. */
public var softness = 0.;
public function new() {}
public function set(pose:IkConstraintPose) {
mix = pose.mix;
softness = pose.softness;
bendDirection = pose.bendDirection;
compress = pose.compress;
stretch = pose.stretch;
}
}