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

61 lines
2.6 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
* 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.
*****************************************************************************/
package spine;
/** Stores the setup pose for a spine.IkConstraint.
*
* @see https://esotericsoftware.com/spine-ik-constraints IK constraints in the Spine User Guide */
class IkConstraintData extends ConstraintData<IkConstraint, IkConstraintPose> {
/** The bones that are constrained by this IK constraint. */
public final bones:Array<BoneData> = new Array<BoneData>();
/** The bone that is the IK target. */
public var target(default, set):BoneData;
/** When true and IkConstraintPose.compress or IkConstraintPose.stretch is used, the bone is scaled
* on both the X and Y axes. */
public var uniform = false;
public function new(name:String) {
super(name, new IkConstraintPose());
}
public function create(skeleton:Skeleton):IkConstraint {
return new IkConstraint(this, skeleton);
}
public function set_target(target:BoneData) {
if (target == null)
throw new SpineException("target cannot be null.");
this.target = target;
return target;
}
}