2017-12-13 12:08:23 -05:00

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3.5 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_IkConstraint_h
#define Spine_IkConstraint_h
#include <spine/Constraint.h>
#include <spine/Vector.h>
namespace Spine {
class IkConstraintData;
class Skeleton;
class Bone;
class IkConstraint : public Constraint {
friend class Skeleton;
friend class IkConstraintTimeline;
RTTI_DECL;
public:
/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
/// in the world coordinate system.
static void apply(Bone& bone, float targetX, float targetY, float alpha);
/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
/// possible. The target is specified in the world coordinate system.
/// @param child A direct descendant of the parent bone.
static void apply(Bone& parent, Bone& child, float targetX, float targetY, int bendDir, float alpha);
IkConstraint(IkConstraintData& data, Skeleton& skeleton);
/// Applies the constraint to the constrained bones.
void apply();
virtual void update();
virtual int getOrder();
IkConstraintData& getData();
Vector<Bone*>& getBones();
Bone* getTarget();
void setTarget(Bone* inValue);
int getBendDirection();
void setBendDirection(int inValue);
float getMix();
void setMix(float inValue);
private:
IkConstraintData& _data;
Vector<Bone*> _bones;
float _mix;
int _bendDirection;
Bone* _target;
};
}
#endif /* Spine_IkConstraint_h */