2025-06-30 13:42:29 +02:00

64 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public interface IConstraint : IPosedActive, IPosed {
IConstraintData IData { get; }
IConstraint Copy (Skeleton skeleton);
bool IsSourceActive { get; }
void Sort (Skeleton skeleton);
void Update (Skeleton skeleton, Physics physics);
}
/// <summary>
/// <para>
/// Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
/// the last bone is as close to the target bone as possible.</para>
/// <para>
/// See <a href="http://esotericsoftware.com/spine-ik-constraints">IK constraints</a> in the Spine User Guide.</para>
/// </summary>
public abstract class Constraint<T, D, P> : PosedActive<D, P, P>, IUpdate, IConstraint
where T : Constraint<T, D, P>
where D : ConstraintData<T, P>
where P : IPose<P> {
public Constraint (D data, P pose, P constrained)
: base(data, pose, constrained) {
}
public IConstraintData IData { get { return data; } }
abstract public IConstraint Copy (Skeleton skeleton);
abstract public void Sort (Skeleton skeleton);
public virtual bool IsSourceActive { get { return true; } }
abstract public void Update (Skeleton skeleton, Physics physics);
}
}